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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
| |
manim_3b1b/manimlib/mobject/mobject.py
|
from __future__ import annotations
import copy
from functools import wraps
import itertools as it
import os
import pickle
import random
import sys
import moderngl
import numbers
import numpy as np
from manimlib.constants import DEFAULT_MOBJECT_TO_EDGE_BUFFER
from manimlib.constants import DEFAULT_MOBJECT_TO_MOBJECT_BUFFER
from manimlib.constants import DOWN, IN, LEFT, ORIGIN, OUT, RIGHT, UP
from manimlib.constants import FRAME_X_RADIUS, FRAME_Y_RADIUS
from manimlib.constants import MED_SMALL_BUFF
from manimlib.constants import TAU
from manimlib.constants import WHITE
from manimlib.event_handler import EVENT_DISPATCHER
from manimlib.event_handler.event_listner import EventListener
from manimlib.event_handler.event_type import EventType
from manimlib.logger import log
from manimlib.shader_wrapper import ShaderWrapper
from manimlib.utils.color import color_gradient
from manimlib.utils.color import color_to_rgb
from manimlib.utils.color import get_colormap_list
from manimlib.utils.color import rgb_to_hex
from manimlib.utils.iterables import arrays_match
from manimlib.utils.iterables import array_is_constant
from manimlib.utils.iterables import batch_by_property
from manimlib.utils.iterables import list_update
from manimlib.utils.iterables import listify
from manimlib.utils.iterables import resize_array
from manimlib.utils.iterables import resize_preserving_order
from manimlib.utils.iterables import resize_with_interpolation
from manimlib.utils.bezier import integer_interpolate
from manimlib.utils.bezier import interpolate
from manimlib.utils.paths import straight_path
from manimlib.utils.simple_functions import get_parameters
from manimlib.utils.shaders import get_colormap_code
from manimlib.utils.space_ops import angle_of_vector
from manimlib.utils.space_ops import get_norm
from manimlib.utils.space_ops import rotation_matrix_transpose
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Callable, Iterable, Iterator, Union, Tuple, Optional
import numpy.typing as npt
from manimlib.typing import ManimColor, Vect3, Vect4, Vect3Array, UniformDict, Self
from moderngl.context import Context
TimeBasedUpdater = Callable[["Mobject", float], "Mobject" | None]
NonTimeUpdater = Callable[["Mobject"], "Mobject" | None]
Updater = Union[TimeBasedUpdater, NonTimeUpdater]
class Mobject(object):
"""
Mathematical Object
"""
dim: int = 3
shader_folder: str = ""
render_primitive: int = moderngl.TRIANGLE_STRIP
# Must match in attributes of vert shader
shader_dtype: np.dtype = np.dtype([
('point', np.float32, (3,)),
('rgba', np.float32, (4,)),
])
aligned_data_keys = ['point']
pointlike_data_keys = ['point']
def __init__(
self,
color: ManimColor = WHITE,
opacity: float = 1.0,
shading: Tuple[float, float, float] = (0.0, 0.0, 0.0),
# For shaders
texture_paths: dict[str, str] | None = None,
# If true, the mobject will not get rotated according to camera position
is_fixed_in_frame: bool = False,
depth_test: bool = False,
):
self.color = color
self.opacity = opacity
self.shading = shading
self.texture_paths = texture_paths
self._is_fixed_in_frame = is_fixed_in_frame
self.depth_test = depth_test
# Internal state
self.submobjects: list[Mobject] = []
self.parents: list[Mobject] = []
self.family: list[Mobject] = [self]
self.locked_data_keys: set[str] = set()
self.const_data_keys: set[str] = set()
self.locked_uniform_keys: set[str] = set()
self.needs_new_bounding_box: bool = True
self._is_animating: bool = False
self.saved_state = None
self.target = None
self.bounding_box: Vect3Array = np.zeros((3, 3))
self._shaders_initialized: bool = False
self._data_has_changed: bool = True
self.shader_code_replacements: dict[str, str] = dict()
self.init_data()
self._data_defaults = np.ones(1, dtype=self.data.dtype)
self.init_uniforms()
self.init_updaters()
self.init_event_listners()
self.init_points()
self.init_colors()
if self.depth_test:
self.apply_depth_test()
def __str__(self):
return self.__class__.__name__
def __add__(self, other: Mobject) -> Mobject:
assert(isinstance(other, Mobject))
return self.get_group_class()(self, other)
def __mul__(self, other: int) -> Mobject:
assert(isinstance(other, int))
return self.replicate(other)
def init_data(self, length: int = 0):
self.data = np.zeros(length, dtype=self.shader_dtype)
def init_uniforms(self):
self.uniforms: UniformDict = {
"is_fixed_in_frame": float(self._is_fixed_in_frame),
"shading": np.array(self.shading, dtype=float),
}
def init_colors(self):
self.set_color(self.color, self.opacity)
def init_points(self):
# Typically implemented in subclass, unlpess purposefully left blank
pass
def set_uniforms(self, uniforms: dict) -> Self:
for key, value in uniforms.items():
if isinstance(value, np.ndarray):
value = value.copy()
self.uniforms[key] = value
return self
@property
def animate(self) -> _AnimationBuilder:
# Borrowed from https://github.com/ManimCommunity/manim/
return _AnimationBuilder(self)
def note_changed_data(self, recurse_up: bool = True) -> Self:
self._data_has_changed = True
if recurse_up:
for mob in self.parents:
mob.note_changed_data()
return self
def affects_data(func: Callable):
@wraps(func)
def wrapper(self, *args, **kwargs):
func(self, *args, **kwargs)
self.note_changed_data()
return wrapper
def affects_family_data(func: Callable):
@wraps(func)
def wrapper(self, *args, **kwargs):
func(self, *args, **kwargs)
for mob in self.family_members_with_points():
mob.note_changed_data()
return self
return wrapper
# Only these methods should directly affect points
@affects_data
def set_data(self, data: np.ndarray) -> Self:
assert(data.dtype == self.data.dtype)
self.resize_points(len(data))
self.data[:] = data
return self
@affects_data
def resize_points(
self,
new_length: int,
resize_func: Callable[[np.ndarray, int], np.ndarray] = resize_array
) -> Self:
if new_length == 0:
if len(self.data) > 0:
self._data_defaults[:1] = self.data[:1]
elif self.get_num_points() == 0:
self.data = self._data_defaults.copy()
self.data = resize_func(self.data, new_length)
self.refresh_bounding_box()
return self
@affects_data
def set_points(self, points: Vect3Array | list[Vect3]) -> Self:
self.resize_points(len(points), resize_func=resize_preserving_order)
self.data["point"][:] = points
return self
@affects_data
def append_points(self, new_points: Vect3Array) -> Self:
n = self.get_num_points()
self.resize_points(n + len(new_points))
# Have most data default to the last value
self.data[n:] = self.data[n - 1]
# Then read in new points
self.data["point"][n:] = new_points
self.refresh_bounding_box()
return self
@affects_family_data
def reverse_points(self) -> Self:
for mob in self.get_family():
mob.data[:] = mob.data[::-1]
return self
@affects_family_data
def apply_points_function(
self,
func: Callable[[np.ndarray], np.ndarray],
about_point: Vect3 | None = None,
about_edge: Vect3 = ORIGIN,
works_on_bounding_box: bool = False
) -> Self:
if about_point is None and about_edge is not None:
about_point = self.get_bounding_box_point(about_edge)
for mob in self.get_family():
arrs = []
if mob.has_points():
for key in mob.pointlike_data_keys:
arrs.append(mob.data[key])
if works_on_bounding_box:
arrs.append(mob.get_bounding_box())
for arr in arrs:
if about_point is None:
arr[:] = func(arr)
else:
arr[:] = func(arr - about_point) + about_point
if not works_on_bounding_box:
self.refresh_bounding_box(recurse_down=True)
else:
for parent in self.parents:
parent.refresh_bounding_box()
return self
# Others related to points
def match_points(self, mobject: Mobject) -> Self:
self.set_points(mobject.get_points())
return self
def get_points(self) -> Vect3Array:
return self.data["point"]
def clear_points(self) -> Self:
self.resize_points(0)
return self
def get_num_points(self) -> int:
return len(self.get_points())
def get_all_points(self) -> Vect3Array:
if self.submobjects:
return np.vstack([sm.get_points() for sm in self.get_family()])
else:
return self.get_points()
def has_points(self) -> bool:
return len(self.get_points()) > 0
def get_bounding_box(self) -> Vect3Array:
if self.needs_new_bounding_box:
self.bounding_box[:] = self.compute_bounding_box()
self.needs_new_bounding_box = False
return self.bounding_box
def compute_bounding_box(self) -> Vect3Array:
all_points = np.vstack([
self.get_points(),
*(
mob.get_bounding_box()
for mob in self.get_family()[1:]
if mob.has_points()
)
])
if len(all_points) == 0:
return np.zeros((3, self.dim))
else:
# Lower left and upper right corners
mins = all_points.min(0)
maxs = all_points.max(0)
mids = (mins + maxs) / 2
return np.array([mins, mids, maxs])
def refresh_bounding_box(
self,
recurse_down: bool = False,
recurse_up: bool = True
) -> Self:
for mob in self.get_family(recurse_down):
mob.needs_new_bounding_box = True
if recurse_up:
for parent in self.parents:
parent.refresh_bounding_box()
return self
def are_points_touching(
self,
points: Vect3Array,
buff: float = 0
) -> np.ndarray:
bb = self.get_bounding_box()
mins = (bb[0] - buff)
maxs = (bb[2] + buff)
return ((points >= mins) * (points <= maxs)).all(1)
def is_point_touching(
self,
point: Vect3,
buff: float = 0
) -> bool:
return self.are_points_touching(np.array(point, ndmin=2), buff)[0]
def is_touching(self, mobject: Mobject, buff: float = 1e-2) -> bool:
bb1 = self.get_bounding_box()
bb2 = mobject.get_bounding_box()
return not any((
(bb2[2] < bb1[0] - buff).any(), # E.g. Right of mobject is left of self's left
(bb2[0] > bb1[2] + buff).any(), # E.g. Left of mobject is right of self's right
))
# Family matters
def __getitem__(self, value: int | slice) -> Self:
if isinstance(value, slice):
GroupClass = self.get_group_class()
return GroupClass(*self.split().__getitem__(value))
return self.split().__getitem__(value)
def __iter__(self) -> Iterator[Self]:
return iter(self.split())
def __len__(self) -> int:
return len(self.split())
def split(self) -> list[Self]:
return self.submobjects
@affects_data
def assemble_family(self) -> Self:
sub_families = (sm.get_family() for sm in self.submobjects)
self.family = [self, *it.chain(*sub_families)]
self.refresh_has_updater_status()
self.refresh_bounding_box()
for parent in self.parents:
parent.assemble_family()
return self
def get_family(self, recurse: bool = True) -> list[Self]:
if recurse:
return self.family
else:
return [self]
def family_members_with_points(self) -> list[Self]:
return [m for m in self.family if len(m.data) > 0]
def get_ancestors(self, extended: bool = False) -> list[Mobject]:
"""
Returns parents, grandparents, etc.
Order of result should be from higher members of the hierarchy down.
If extended is set to true, it includes the ancestors of all family members,
e.g. any other parents of a submobject
"""
ancestors = []
to_process = list(self.get_family(recurse=extended))
excluded = set(to_process)
while to_process:
for p in to_process.pop().parents:
if p not in excluded:
ancestors.append(p)
to_process.append(p)
# Ensure mobjects highest in the hierarchy show up first
ancestors.reverse()
# Remove list redundancies while preserving order
return list(dict.fromkeys(ancestors))
def add(self, *mobjects: Mobject) -> Self:
if self in mobjects:
raise Exception("Mobject cannot contain self")
for mobject in mobjects:
if mobject not in self.submobjects:
self.submobjects.append(mobject)
if self not in mobject.parents:
mobject.parents.append(self)
self.assemble_family()
return self
def remove(
self,
*to_remove: Mobject,
reassemble: bool = True,
recurse: bool = True
) -> Self:
for parent in self.get_family(recurse):
for child in to_remove:
if child in parent.submobjects:
parent.submobjects.remove(child)
if parent in child.parents:
child.parents.remove(parent)
if reassemble:
parent.assemble_family()
return self
def clear(self) -> Self:
self.remove(*self.submobjects, recurse=False)
return self
def add_to_back(self, *mobjects: Mobject) -> Self:
self.set_submobjects(list_update(mobjects, self.submobjects))
return self
def replace_submobject(self, index: int, new_submob: Mobject) -> Self:
old_submob = self.submobjects[index]
if self in old_submob.parents:
old_submob.parents.remove(self)
self.submobjects[index] = new_submob
new_submob.parents.append(self)
self.assemble_family()
return self
def insert_submobject(self, index: int, new_submob: Mobject) -> Self:
self.submobjects.insert(index, new_submob)
self.assemble_family()
return self
def set_submobjects(self, submobject_list: list[Mobject]) -> Self:
if self.submobjects == submobject_list:
return self
self.clear()
self.add(*submobject_list)
return self
def digest_mobject_attrs(self) -> Self:
"""
Ensures all attributes which are mobjects are included
in the submobjects list.
"""
mobject_attrs = [x for x in list(self.__dict__.values()) if isinstance(x, Mobject)]
self.set_submobjects(list_update(self.submobjects, mobject_attrs))
return self
# Submobject organization
def arrange(
self,
direction: Vect3 = RIGHT,
center: bool = True,
**kwargs
) -> Self:
for m1, m2 in zip(self.submobjects, self.submobjects[1:]):
m2.next_to(m1, direction, **kwargs)
if center:
self.center()
return self
def arrange_in_grid(
self,
n_rows: int | None = None,
n_cols: int | None = None,
buff: float | None = None,
h_buff: float | None = None,
v_buff: float | None = None,
buff_ratio: float | None = None,
h_buff_ratio: float = 0.5,
v_buff_ratio: float = 0.5,
aligned_edge: Vect3 = ORIGIN,
fill_rows_first: bool = True
) -> Self:
submobs = self.submobjects
if n_rows is None and n_cols is None:
n_rows = int(np.sqrt(len(submobs)))
if n_rows is None:
n_rows = len(submobs) // n_cols
if n_cols is None:
n_cols = len(submobs) // n_rows
if buff is not None:
h_buff = buff
v_buff = buff
else:
if buff_ratio is not None:
v_buff_ratio = buff_ratio
h_buff_ratio = buff_ratio
if h_buff is None:
h_buff = h_buff_ratio * self[0].get_width()
if v_buff is None:
v_buff = v_buff_ratio * self[0].get_height()
x_unit = h_buff + max([sm.get_width() for sm in submobs])
y_unit = v_buff + max([sm.get_height() for sm in submobs])
for index, sm in enumerate(submobs):
if fill_rows_first:
x, y = index % n_cols, index // n_cols
else:
x, y = index // n_rows, index % n_rows
sm.move_to(ORIGIN, aligned_edge)
sm.shift(x * x_unit * RIGHT + y * y_unit * DOWN)
self.center()
return self
def arrange_to_fit_dim(self, length: float, dim: int, about_edge=ORIGIN) -> Self:
ref_point = self.get_bounding_box_point(about_edge)
n_submobs = len(self.submobjects)
if n_submobs <= 1:
return
total_length = sum(sm.length_over_dim(dim) for sm in self.submobjects)
buff = (length - total_length) / (n_submobs - 1)
vect = np.zeros(self.dim)
vect[dim] = 1
x = 0
for submob in self.submobjects:
submob.set_coord(x, dim, -vect)
x += submob.length_over_dim(dim) + buff
self.move_to(ref_point, about_edge)
return self
def arrange_to_fit_width(self, width: float, about_edge=ORIGIN) -> Self:
return self.arrange_to_fit_dim(width, 0, about_edge)
def arrange_to_fit_height(self, height: float, about_edge=ORIGIN) -> Self:
return self.arrange_to_fit_dim(height, 1, about_edge)
def arrange_to_fit_depth(self, depth: float, about_edge=ORIGIN) -> Self:
return self.arrange_to_fit_dim(depth, 2, about_edge)
def sort(
self,
point_to_num_func: Callable[[np.ndarray], float] = lambda p: p[0],
submob_func: Callable[[Mobject]] | None = None
) -> Self:
if submob_func is not None:
self.submobjects.sort(key=submob_func)
else:
self.submobjects.sort(key=lambda m: point_to_num_func(m.get_center()))
self.assemble_family()
return self
def shuffle(self, recurse: bool = False) -> Self:
if recurse:
for submob in self.submobjects:
submob.shuffle(recurse=True)
random.shuffle(self.submobjects)
self.assemble_family()
return self
def reverse_submobjects(self) -> Self:
self.submobjects.reverse()
self.assemble_family()
return self
# Copying and serialization
def stash_mobject_pointers(func: Callable):
@wraps(func)
def wrapper(self, *args, **kwargs):
uncopied_attrs = ["parents", "target", "saved_state"]
stash = dict()
for attr in uncopied_attrs:
if hasattr(self, attr):
value = getattr(self, attr)
stash[attr] = value
null_value = [] if isinstance(value, list) else None
setattr(self, attr, null_value)
result = func(self, *args, **kwargs)
self.__dict__.update(stash)
return result
return wrapper
@stash_mobject_pointers
def serialize(self) -> bytes:
return pickle.dumps(self)
def deserialize(self, data: bytes) -> Self:
self.become(pickle.loads(data))
return self
def deepcopy(self) -> Self:
result = copy.deepcopy(self)
result._shaders_initialized = False
result._data_has_changed = True
return result
def copy(self, deep: bool = False) -> Self:
if deep:
return self.deepcopy()
result = copy.copy(self)
result.parents = []
result.target = None
result.saved_state = None
# copy.copy is only a shallow copy, so the internal
# data which are numpy arrays or other mobjects still
# need to be further copied.
result.uniforms = {
key: value.copy() if isinstance(value, np.ndarray) else value
for key, value in self.uniforms.items()
}
# Instead of adding using result.add, which does some checks for updating
# updater statues and bounding box, just directly modify the family-related
# lists
result.submobjects = [sm.copy() for sm in self.submobjects]
for sm in result.submobjects:
sm.parents = [result]
result.family = [result, *it.chain(*(sm.get_family() for sm in result.submobjects))]
# Similarly, instead of calling match_updaters, since we know the status
# won't have changed, just directly match.
result.non_time_updaters = list(self.non_time_updaters)
result.time_based_updaters = list(self.time_based_updaters)
result._data_has_changed = True
result._shaders_initialized = False
family = self.get_family()
for attr, value in self.__dict__.items():
if isinstance(value, Mobject) and value is not self:
if value in family:
setattr(result, attr, result.family[self.family.index(value)])
elif isinstance(value, np.ndarray):
setattr(result, attr, value.copy())
return result
def generate_target(self, use_deepcopy: bool = False) -> Self:
self.target = self.copy(deep=use_deepcopy)
self.target.saved_state = self.saved_state
return self.target
def save_state(self, use_deepcopy: bool = False) -> Self:
self.saved_state = self.copy(deep=use_deepcopy)
self.saved_state.target = self.target
return self
def restore(self) -> Self:
if not hasattr(self, "saved_state") or self.saved_state is None:
raise Exception("Trying to restore without having saved")
self.become(self.saved_state)
return self
def save_to_file(self, file_path: str) -> Self:
with open(file_path, "wb") as fp:
fp.write(self.serialize())
log.info(f"Saved mobject to {file_path}")
return self
@staticmethod
def load(file_path) -> Mobject:
if not os.path.exists(file_path):
log.error(f"No file found at {file_path}")
sys.exit(2)
with open(file_path, "rb") as fp:
mobject = pickle.load(fp)
return mobject
def become(self, mobject: Mobject, match_updaters=False) -> Self:
"""
Edit all data and submobjects to be idential
to another mobject
"""
self.align_family(mobject)
family1 = self.get_family()
family2 = mobject.get_family()
for sm1, sm2 in zip(family1, family2):
sm1.set_data(sm2.data)
sm1.set_uniforms(sm2.uniforms)
sm1.bounding_box[:] = sm2.bounding_box
sm1.shader_folder = sm2.shader_folder
sm1.texture_paths = sm2.texture_paths
sm1.depth_test = sm2.depth_test
sm1.render_primitive = sm2.render_primitive
sm1.needs_new_bounding_box = sm2.needs_new_bounding_box
# Make sure named family members carry over
for attr, value in list(mobject.__dict__.items()):
if isinstance(value, Mobject) and value in family2:
setattr(self, attr, family1[family2.index(value)])
if match_updaters:
self.match_updaters(mobject)
return self
def looks_identical(self, mobject: Mobject) -> bool:
fam1 = self.family_members_with_points()
fam2 = mobject.family_members_with_points()
if len(fam1) != len(fam2):
return False
for m1, m2 in zip(fam1, fam2):
if m1.get_num_points() != m2.get_num_points():
return False
if not m1.data.dtype == m2.data.dtype:
return False
for key in m1.data.dtype.names:
if not np.isclose(m1.data[key], m2.data[key]).all():
return False
if set(m1.uniforms).difference(m2.uniforms):
return False
for key in m1.uniforms:
value1 = m1.uniforms[key]
value2 = m2.uniforms[key]
if isinstance(value1, np.ndarray) and isinstance(value2, np.ndarray) and not value1.size == value2.size:
return False
if not np.isclose(value1, value2).all():
return False
return True
def has_same_shape_as(self, mobject: Mobject) -> bool:
# Normalize both point sets by centering and making height 1
points1, points2 = (
(m.get_all_points() - m.get_center()) / m.get_height()
for m in (self, mobject)
)
if len(points1) != len(points2):
return False
return bool(np.isclose(points1, points2, atol=self.get_width() * 1e-2).all())
# Creating new Mobjects from this one
def replicate(self, n: int) -> Self:
group_class = self.get_group_class()
return group_class(*(self.copy() for _ in range(n)))
def get_grid(
self,
n_rows: int,
n_cols: int,
height: float | None = None,
width: float | None = None,
group_by_rows: bool = False,
group_by_cols: bool = False,
**kwargs
) -> Self:
"""
Returns a new mobject containing multiple copies of this one
arranged in a grid
"""
total = n_rows * n_cols
grid = self.replicate(total)
if group_by_cols:
kwargs["fill_rows_first"] = False
grid.arrange_in_grid(n_rows, n_cols, **kwargs)
if height is not None:
grid.set_height(height)
if width is not None:
grid.set_height(width)
group_class = self.get_group_class()
if group_by_rows:
return group_class(*(grid[n:n + n_cols] for n in range(0, total, n_cols)))
elif group_by_cols:
return group_class(*(grid[n:n + n_rows] for n in range(0, total, n_rows)))
else:
return grid
# Updating
def init_updaters(self):
self.time_based_updaters: list[TimeBasedUpdater] = []
self.non_time_updaters: list[NonTimeUpdater] = []
self.has_updaters: bool = False
self.updating_suspended: bool = False
def update(self, dt: float = 0, recurse: bool = True) -> Self:
if not self.has_updaters or self.updating_suspended:
return self
if recurse:
for submob in self.submobjects:
submob.update(dt, recurse)
for updater in self.time_based_updaters:
updater(self, dt)
for updater in self.non_time_updaters:
updater(self)
return self
def get_time_based_updaters(self) -> list[TimeBasedUpdater]:
return self.time_based_updaters
def has_time_based_updater(self) -> bool:
return len(self.time_based_updaters) > 0
def get_updaters(self) -> list[Updater]:
return self.time_based_updaters + self.non_time_updaters
def get_family_updaters(self) -> list[Updater]:
return list(it.chain(*[sm.get_updaters() for sm in self.get_family()]))
def add_updater(
self,
update_function: Updater,
index: int | None = None,
call_updater: bool = True
) -> Self:
if "dt" in get_parameters(update_function):
updater_list = self.time_based_updaters
else:
updater_list = self.non_time_updaters
if index is None:
updater_list.append(update_function)
else:
updater_list.insert(index, update_function)
self.refresh_has_updater_status()
for parent in self.parents:
parent.has_updaters = True
if call_updater:
self.update(dt=0)
return self
def remove_updater(self, update_function: Updater) -> Self:
for updater_list in [self.time_based_updaters, self.non_time_updaters]:
while update_function in updater_list:
updater_list.remove(update_function)
self.refresh_has_updater_status()
return self
def clear_updaters(self, recurse: bool = True) -> Self:
self.time_based_updaters = []
self.non_time_updaters = []
if recurse:
for submob in self.submobjects:
submob.clear_updaters()
self.refresh_has_updater_status()
return self
def match_updaters(self, mobject: Mobject) -> Self:
self.clear_updaters()
for updater in mobject.get_updaters():
self.add_updater(updater)
return self
def suspend_updating(self, recurse: bool = True) -> Self:
self.updating_suspended = True
if recurse:
for submob in self.submobjects:
submob.suspend_updating(recurse)
return self
def resume_updating(self, recurse: bool = True, call_updater: bool = True) -> Self:
self.updating_suspended = False
if recurse:
for submob in self.submobjects:
submob.resume_updating(recurse)
for parent in self.parents:
parent.resume_updating(recurse=False, call_updater=False)
if call_updater:
self.update(dt=0, recurse=recurse)
return self
def refresh_has_updater_status(self) -> Self:
self.has_updaters = any(mob.get_updaters() for mob in self.get_family())
return self
# Check if mark as static or not for camera
def is_changing(self) -> bool:
return self._is_animating or self.has_updaters
def set_animating_status(self, is_animating: bool, recurse: bool = True) -> Self:
for mob in (*self.get_family(recurse), *self.get_ancestors()):
mob._is_animating = is_animating
return self
# Transforming operations
def shift(self, vector: Vect3) -> Self:
self.apply_points_function(
lambda points: points + vector,
about_edge=None,
works_on_bounding_box=True,
)
return self
def scale(
self,
scale_factor: float | npt.ArrayLike,
min_scale_factor: float = 1e-8,
about_point: Vect3 | None = None,
about_edge: Vect3 = ORIGIN
) -> Self:
"""
Default behavior is to scale about the center of the mobject.
The argument about_edge can be a vector, indicating which side of
the mobject to scale about, e.g., mob.scale(about_edge = RIGHT)
scales about mob.get_right().
Otherwise, if about_point is given a value, scaling is done with
respect to that point.
"""
if isinstance(scale_factor, numbers.Number):
scale_factor = max(scale_factor, min_scale_factor)
else:
scale_factor = np.array(scale_factor).clip(min=min_scale_factor)
self.apply_points_function(
lambda points: scale_factor * points,
about_point=about_point,
about_edge=about_edge,
works_on_bounding_box=True,
)
for mob in self.get_family():
mob._handle_scale_side_effects(scale_factor)
return self
def _handle_scale_side_effects(self, scale_factor):
# In case subclasses, such as DecimalNumber, need to make
# any other changes when the size gets altered
pass
def stretch(self, factor: float, dim: int, **kwargs) -> Self:
def func(points):
points[:, dim] *= factor
return points
self.apply_points_function(func, works_on_bounding_box=True, **kwargs)
return self
def rotate_about_origin(self, angle: float, axis: Vect3 = OUT) -> Self:
return self.rotate(angle, axis, about_point=ORIGIN)
def rotate(
self,
angle: float,
axis: Vect3 = OUT,
about_point: Vect3 | None = None,
**kwargs
) -> Self:
rot_matrix_T = rotation_matrix_transpose(angle, axis)
self.apply_points_function(
lambda points: np.dot(points, rot_matrix_T),
about_point,
**kwargs
)
return self
def flip(self, axis: Vect3 = UP, **kwargs) -> Self:
return self.rotate(TAU / 2, axis, **kwargs)
def apply_function(self, function: Callable[[np.ndarray], np.ndarray], **kwargs) -> Self:
# Default to applying matrix about the origin, not mobjects center
if len(kwargs) == 0:
kwargs["about_point"] = ORIGIN
self.apply_points_function(
lambda points: np.array([function(p) for p in points]),
**kwargs
)
return self
def apply_function_to_position(self, function: Callable[[np.ndarray], np.ndarray]) -> Self:
self.move_to(function(self.get_center()))
return self
def apply_function_to_submobject_positions(
self,
function: Callable[[np.ndarray], np.ndarray]
) -> Self:
for submob in self.submobjects:
submob.apply_function_to_position(function)
return self
def apply_matrix(self, matrix: npt.ArrayLike, **kwargs) -> Self:
# Default to applying matrix about the origin, not mobjects center
if ("about_point" not in kwargs) and ("about_edge" not in kwargs):
kwargs["about_point"] = ORIGIN
full_matrix = np.identity(self.dim)
matrix = np.array(matrix)
full_matrix[:matrix.shape[0], :matrix.shape[1]] = matrix
self.apply_points_function(
lambda points: np.dot(points, full_matrix.T),
**kwargs
)
return self
def apply_complex_function(self, function: Callable[[complex], complex], **kwargs) -> Self:
def R3_func(point):
x, y, z = point
xy_complex = function(complex(x, y))
return [
xy_complex.real,
xy_complex.imag,
z
]
return self.apply_function(R3_func, **kwargs)
def wag(
self,
direction: Vect3 = RIGHT,
axis: Vect3 = DOWN,
wag_factor: float = 1.0
) -> Self:
for mob in self.family_members_with_points():
alphas = np.dot(mob.get_points(), np.transpose(axis))
alphas -= min(alphas)
alphas /= max(alphas)
alphas = alphas**wag_factor
mob.set_points(mob.get_points() + np.dot(
alphas.reshape((len(alphas), 1)),
np.array(direction).reshape((1, mob.dim))
))
return self
# Positioning methods
def center(self) -> Self:
self.shift(-self.get_center())
return self
def align_on_border(
self,
direction: Vect3,
buff: float = DEFAULT_MOBJECT_TO_EDGE_BUFFER
) -> Self:
"""
Direction just needs to be a vector pointing towards side or
corner in the 2d plane.
"""
target_point = np.sign(direction) * (FRAME_X_RADIUS, FRAME_Y_RADIUS, 0)
point_to_align = self.get_bounding_box_point(direction)
shift_val = target_point - point_to_align - buff * np.array(direction)
shift_val = shift_val * abs(np.sign(direction))
self.shift(shift_val)
return self
def to_corner(
self,
corner: Vect3 = LEFT + DOWN,
buff: float = DEFAULT_MOBJECT_TO_EDGE_BUFFER
) -> Self:
return self.align_on_border(corner, buff)
def to_edge(
self,
edge: Vect3 = LEFT,
buff: float = DEFAULT_MOBJECT_TO_EDGE_BUFFER
) -> Self:
return self.align_on_border(edge, buff)
def next_to(
self,
mobject_or_point: Mobject | Vect3,
direction: Vect3 = RIGHT,
buff: float = DEFAULT_MOBJECT_TO_MOBJECT_BUFFER,
aligned_edge: Vect3 = ORIGIN,
submobject_to_align: Mobject | None = None,
index_of_submobject_to_align: int | slice | None = None,
coor_mask: Vect3 = np.array([1, 1, 1]),
) -> Self:
if isinstance(mobject_or_point, Mobject):
mob = mobject_or_point
if index_of_submobject_to_align is not None:
target_aligner = mob[index_of_submobject_to_align]
else:
target_aligner = mob
target_point = target_aligner.get_bounding_box_point(
aligned_edge + direction
)
else:
target_point = mobject_or_point
if submobject_to_align is not None:
aligner = submobject_to_align
elif index_of_submobject_to_align is not None:
aligner = self[index_of_submobject_to_align]
else:
aligner = self
point_to_align = aligner.get_bounding_box_point(aligned_edge - direction)
self.shift((target_point - point_to_align + buff * direction) * coor_mask)
return self
def shift_onto_screen(self, **kwargs) -> Self:
space_lengths = [FRAME_X_RADIUS, FRAME_Y_RADIUS]
for vect in UP, DOWN, LEFT, RIGHT:
dim = np.argmax(np.abs(vect))
buff = kwargs.get("buff", DEFAULT_MOBJECT_TO_EDGE_BUFFER)
max_val = space_lengths[dim] - buff
edge_center = self.get_edge_center(vect)
if np.dot(edge_center, vect) > max_val:
self.to_edge(vect, **kwargs)
return self
def is_off_screen(self) -> bool:
if self.get_left()[0] > FRAME_X_RADIUS:
return True
if self.get_right()[0] < -FRAME_X_RADIUS:
return True
if self.get_bottom()[1] > FRAME_Y_RADIUS:
return True
if self.get_top()[1] < -FRAME_Y_RADIUS:
return True
return False
def stretch_about_point(self, factor: float, dim: int, point: Vect3) -> Self:
return self.stretch(factor, dim, about_point=point)
def stretch_in_place(self, factor: float, dim: int) -> Self:
# Now redundant with stretch
return self.stretch(factor, dim)
def rescale_to_fit(self, length: float, dim: int, stretch: bool = False, **kwargs) -> Self:
old_length = self.length_over_dim(dim)
if old_length == 0:
return self
if stretch:
self.stretch(length / old_length, dim, **kwargs)
else:
self.scale(length / old_length, **kwargs)
return self
def stretch_to_fit_width(self, width: float, **kwargs) -> Self:
return self.rescale_to_fit(width, 0, stretch=True, **kwargs)
def stretch_to_fit_height(self, height: float, **kwargs) -> Self:
return self.rescale_to_fit(height, 1, stretch=True, **kwargs)
def stretch_to_fit_depth(self, depth: float, **kwargs) -> Self:
return self.rescale_to_fit(depth, 2, stretch=True, **kwargs)
def set_width(self, width: float, stretch: bool = False, **kwargs) -> Self:
return self.rescale_to_fit(width, 0, stretch=stretch, **kwargs)
def set_height(self, height: float, stretch: bool = False, **kwargs) -> Self:
return self.rescale_to_fit(height, 1, stretch=stretch, **kwargs)
def set_depth(self, depth: float, stretch: bool = False, **kwargs) -> Self:
return self.rescale_to_fit(depth, 2, stretch=stretch, **kwargs)
def set_max_width(self, max_width: float, **kwargs) -> Self:
if self.get_width() > max_width:
self.set_width(max_width, **kwargs)
return self
def set_max_height(self, max_height: float, **kwargs) -> Self:
if self.get_height() > max_height:
self.set_height(max_height, **kwargs)
return self
def set_max_depth(self, max_depth: float, **kwargs) -> Self:
if self.get_depth() > max_depth:
self.set_depth(max_depth, **kwargs)
return self
def set_min_width(self, min_width: float, **kwargs) -> Self:
if self.get_width() < min_width:
self.set_width(min_width, **kwargs)
return self
def set_min_height(self, min_height: float, **kwargs) -> Self:
if self.get_height() < min_height:
self.set_height(min_height, **kwargs)
return self
def set_min_depth(self, min_depth: float, **kwargs) -> Self:
if self.get_depth() < min_depth:
self.set_depth(min_depth, **kwargs)
return self
def set_shape(
self,
width: Optional[float] = None,
height: Optional[float] = None,
depth: Optional[float] = None,
**kwargs
) -> Self:
if width is not None:
self.set_width(width, stretch=True, **kwargs)
if height is not None:
self.set_height(height, stretch=True, **kwargs)
if depth is not None:
self.set_depth(depth, stretch=True, **kwargs)
return self
def set_coord(self, value: float, dim: int, direction: Vect3 = ORIGIN) -> Self:
curr = self.get_coord(dim, direction)
shift_vect = np.zeros(self.dim)
shift_vect[dim] = value - curr
self.shift(shift_vect)
return self
def set_x(self, x: float, direction: Vect3 = ORIGIN) -> Self:
return self.set_coord(x, 0, direction)
def set_y(self, y: float, direction: Vect3 = ORIGIN) -> Self:
return self.set_coord(y, 1, direction)
def set_z(self, z: float, direction: Vect3 = ORIGIN) -> Self:
return self.set_coord(z, 2, direction)
def space_out_submobjects(self, factor: float = 1.5, **kwargs) -> Self:
self.scale(factor, **kwargs)
for submob in self.submobjects:
submob.scale(1. / factor)
return self
def move_to(
self,
point_or_mobject: Mobject | Vect3,
aligned_edge: Vect3 = ORIGIN,
coor_mask: Vect3 = np.array([1, 1, 1])
) -> Self:
if isinstance(point_or_mobject, Mobject):
target = point_or_mobject.get_bounding_box_point(aligned_edge)
else:
target = point_or_mobject
point_to_align = self.get_bounding_box_point(aligned_edge)
self.shift((target - point_to_align) * coor_mask)
return self
def replace(self, mobject: Mobject, dim_to_match: int = 0, stretch: bool = False) -> Self:
if not mobject.get_num_points() and not mobject.submobjects:
self.scale(0)
return self
if stretch:
for i in range(self.dim):
self.rescale_to_fit(mobject.length_over_dim(i), i, stretch=True)
else:
self.rescale_to_fit(
mobject.length_over_dim(dim_to_match),
dim_to_match,
stretch=False
)
self.shift(mobject.get_center() - self.get_center())
return self
def surround(
self,
mobject: Mobject,
dim_to_match: int = 0,
stretch: bool = False,
buff: float = MED_SMALL_BUFF
) -> Self:
self.replace(mobject, dim_to_match, stretch)
length = mobject.length_over_dim(dim_to_match)
self.scale((length + buff) / length)
return self
def put_start_and_end_on(self, start: Vect3, end: Vect3) -> Self:
curr_start, curr_end = self.get_start_and_end()
curr_vect = curr_end - curr_start
if np.all(curr_vect == 0):
raise Exception("Cannot position endpoints of closed loop")
target_vect = end - start
self.scale(
get_norm(target_vect) / get_norm(curr_vect),
about_point=curr_start,
)
self.rotate(
angle_of_vector(target_vect) - angle_of_vector(curr_vect),
)
self.rotate(
np.arctan2(curr_vect[2], get_norm(curr_vect[:2])) - np.arctan2(target_vect[2], get_norm(target_vect[:2])),
axis=np.array([-target_vect[1], target_vect[0], 0]),
)
self.shift(start - self.get_start())
return self
# Color functions
@affects_family_data
def set_rgba_array(
self,
rgba_array: npt.ArrayLike,
name: str = "rgba",
recurse: bool = False
) -> Self:
for mob in self.get_family(recurse):
data = mob.data if mob.get_num_points() > 0 else mob._data_defaults
data[name][:] = rgba_array
return self
def set_color_by_rgba_func(
self,
func: Callable[[Vect3], Vect4],
recurse: bool = True
) -> Self:
"""
Func should take in a point in R3 and output an rgba value
"""
for mob in self.get_family(recurse):
rgba_array = [func(point) for point in mob.get_points()]
mob.set_rgba_array(rgba_array)
return self
def set_color_by_rgb_func(
self,
func: Callable[[Vect3], Vect3],
opacity: float = 1,
recurse: bool = True
) -> Self:
"""
Func should take in a point in R3 and output an rgb value
"""
for mob in self.get_family(recurse):
rgba_array = [[*func(point), opacity] for point in mob.get_points()]
mob.set_rgba_array(rgba_array)
return self
@affects_family_data
def set_rgba_array_by_color(
self,
color: ManimColor | Iterable[ManimColor] | None = None,
opacity: float | Iterable[float] | None = None,
name: str = "rgba",
recurse: bool = True
) -> Self:
for mob in self.get_family(recurse):
data = mob.data if mob.has_points() > 0 else mob._data_defaults
if color is not None:
rgbs = np.array(list(map(color_to_rgb, listify(color))))
if 1 < len(rgbs):
rgbs = resize_with_interpolation(rgbs, len(data))
data[name][:, :3] = rgbs
if opacity is not None:
if not isinstance(opacity, (float, int)):
opacity = resize_with_interpolation(np.array(opacity), len(data))
data[name][:, 3] = opacity
return self
def set_color(
self,
color: ManimColor | Iterable[ManimColor] | None,
opacity: float | Iterable[float] | None = None,
recurse: bool = True
) -> Self:
self.set_rgba_array_by_color(color, opacity, recurse=False)
# Recurse to submobjects differently from how set_rgba_array_by_color
# in case they implement set_color differently
if recurse:
for submob in self.submobjects:
submob.set_color(color, recurse=True)
return self
def set_opacity(
self,
opacity: float | Iterable[float] | None,
recurse: bool = True
) -> Self:
self.set_rgba_array_by_color(color=None, opacity=opacity, recurse=False)
if recurse:
for submob in self.submobjects:
submob.set_opacity(opacity, recurse=True)
return self
def get_color(self) -> str:
return rgb_to_hex(self.data["rgba"][0, :3])
def get_opacity(self) -> float:
return self.data["rgba"][0, 3]
def set_color_by_gradient(self, *colors: ManimColor) -> Self:
if self.has_points():
self.set_color(colors)
else:
self.set_submobject_colors_by_gradient(*colors)
return self
def set_submobject_colors_by_gradient(self, *colors: ManimColor) -> Self:
if len(colors) == 0:
raise Exception("Need at least one color")
elif len(colors) == 1:
return self.set_color(*colors)
# mobs = self.family_members_with_points()
mobs = self.submobjects
new_colors = color_gradient(colors, len(mobs))
for mob, color in zip(mobs, new_colors):
mob.set_color(color)
return self
def fade(self, darkness: float = 0.5, recurse: bool = True) -> Self:
self.set_opacity(1.0 - darkness, recurse=recurse)
def get_shading(self) -> np.ndarray:
return self.uniforms["shading"]
def set_shading(
self,
reflectiveness: float | None = None,
gloss: float | None = None,
shadow: float | None = None,
recurse: bool = True
) -> Self:
"""
Larger reflectiveness makes things brighter when facing the light
Larger shadow makes faces opposite the light darker
Makes parts bright where light gets reflected toward the camera
"""
for mob in self.get_family(recurse):
for i, value in enumerate([reflectiveness, gloss, shadow]):
if value is not None:
mob.uniforms["shading"][i] = value
return self
def get_reflectiveness(self) -> float:
return self.get_shading()[0]
def get_gloss(self) -> float:
return self.get_shading()[1]
def get_shadow(self) -> float:
return self.get_shading()[2]
def set_reflectiveness(self, reflectiveness: float, recurse: bool = True) -> Self:
self.set_shading(reflectiveness=reflectiveness, recurse=recurse)
return self
def set_gloss(self, gloss: float, recurse: bool = True) -> Self:
self.set_shading(gloss=gloss, recurse=recurse)
return self
def set_shadow(self, shadow: float, recurse: bool = True) -> Self:
self.set_shading(shadow=shadow, recurse=recurse)
return self
# Background rectangle
def add_background_rectangle(
self,
color: ManimColor | None = None,
opacity: float = 1.0,
**kwargs
) -> Self:
from manimlib.mobject.shape_matchers import BackgroundRectangle
self.background_rectangle = BackgroundRectangle(
self, color=color,
fill_opacity=opacity,
**kwargs
)
self.add_to_back(self.background_rectangle)
return self
def add_background_rectangle_to_submobjects(self, **kwargs) -> Self:
for submobject in self.submobjects:
submobject.add_background_rectangle(**kwargs)
return self
def add_background_rectangle_to_family_members_with_points(self, **kwargs) -> Self:
for mob in self.family_members_with_points():
mob.add_background_rectangle(**kwargs)
return self
# Getters
def get_bounding_box_point(self, direction: Vect3) -> Vect3:
bb = self.get_bounding_box()
indices = (np.sign(direction) + 1).astype(int)
return np.array([
bb[indices[i]][i]
for i in range(3)
])
def get_edge_center(self, direction: Vect3) -> Vect3:
return self.get_bounding_box_point(direction)
def get_corner(self, direction: Vect3) -> Vect3:
return self.get_bounding_box_point(direction)
def get_all_corners(self):
bb = self.get_bounding_box()
return np.array([
[bb[indices[-i + 1]][i] for i in range(3)]
for indices in it.product([0, 2], repeat=3)
])
def get_center(self) -> Vect3:
return self.get_bounding_box()[1]
def get_center_of_mass(self) -> Vect3:
return self.get_all_points().mean(0)
def get_boundary_point(self, direction: Vect3) -> Vect3:
all_points = self.get_all_points()
boundary_directions = all_points - self.get_center()
norms = np.linalg.norm(boundary_directions, axis=1)
boundary_directions /= np.repeat(norms, 3).reshape((len(norms), 3))
index = np.argmax(np.dot(boundary_directions, np.array(direction).T))
return all_points[index]
def get_continuous_bounding_box_point(self, direction: Vect3) -> Vect3:
dl, center, ur = self.get_bounding_box()
corner_vect = (ur - center)
return center + direction / np.max(np.abs(np.true_divide(
direction, corner_vect,
out=np.zeros(len(direction)),
where=((corner_vect) != 0)
)))
def get_top(self) -> Vect3:
return self.get_edge_center(UP)
def get_bottom(self) -> Vect3:
return self.get_edge_center(DOWN)
def get_right(self) -> Vect3:
return self.get_edge_center(RIGHT)
def get_left(self) -> Vect3:
return self.get_edge_center(LEFT)
def get_zenith(self) -> Vect3:
return self.get_edge_center(OUT)
def get_nadir(self) -> Vect3:
return self.get_edge_center(IN)
def length_over_dim(self, dim: int) -> float:
bb = self.get_bounding_box()
return abs((bb[2] - bb[0])[dim])
def get_width(self) -> float:
return self.length_over_dim(0)
def get_height(self) -> float:
return self.length_over_dim(1)
def get_depth(self) -> float:
return self.length_over_dim(2)
def get_shape(self) -> Tuple[float]:
return tuple(self.length_over_dim(dim) for dim in range(3))
def get_coord(self, dim: int, direction: Vect3 = ORIGIN) -> float:
"""
Meant to generalize get_x, get_y, get_z
"""
return self.get_bounding_box_point(direction)[dim]
def get_x(self, direction=ORIGIN) -> float:
return self.get_coord(0, direction)
def get_y(self, direction=ORIGIN) -> float:
return self.get_coord(1, direction)
def get_z(self, direction=ORIGIN) -> float:
return self.get_coord(2, direction)
def get_start(self) -> Vect3:
self.throw_error_if_no_points()
return self.get_points()[0].copy()
def get_end(self) -> Vect3:
self.throw_error_if_no_points()
return self.get_points()[-1].copy()
def get_start_and_end(self) -> tuple[Vect3, Vect3]:
self.throw_error_if_no_points()
points = self.get_points()
return (points[0].copy(), points[-1].copy())
def point_from_proportion(self, alpha: float) -> Vect3:
points = self.get_points()
i, subalpha = integer_interpolate(0, len(points) - 1, alpha)
return interpolate(points[i], points[i + 1], subalpha)
def pfp(self, alpha):
"""Abbreviation for point_from_proportion"""
return self.point_from_proportion(alpha)
def get_pieces(self, n_pieces: int) -> Group:
template = self.copy()
template.set_submobjects([])
alphas = np.linspace(0, 1, n_pieces + 1)
return Group(*[
template.copy().pointwise_become_partial(
self, a1, a2
)
for a1, a2 in zip(alphas[:-1], alphas[1:])
])
def get_z_index_reference_point(self) -> Vect3:
# TODO, better place to define default z_index_group?
z_index_group = getattr(self, "z_index_group", self)
return z_index_group.get_center()
# Match other mobject properties
def match_color(self, mobject: Mobject) -> Self:
return self.set_color(mobject.get_color())
def match_style(self, mobject: Mobject) -> Self:
self.set_color(mobject.get_color())
self.set_opacity(mobject.get_opacity())
self.set_shading(*mobject.get_shading())
return self
def match_dim_size(self, mobject: Mobject, dim: int, **kwargs) -> Self:
return self.rescale_to_fit(
mobject.length_over_dim(dim), dim,
**kwargs
)
def match_width(self, mobject: Mobject, **kwargs) -> Self:
return self.match_dim_size(mobject, 0, **kwargs)
def match_height(self, mobject: Mobject, **kwargs) -> Self:
return self.match_dim_size(mobject, 1, **kwargs)
def match_depth(self, mobject: Mobject, **kwargs) -> Self:
return self.match_dim_size(mobject, 2, **kwargs)
def match_coord(
self,
mobject_or_point: Mobject | Vect3,
dim: int,
direction: Vect3 = ORIGIN
) -> Self:
if isinstance(mobject_or_point, Mobject):
coord = mobject_or_point.get_coord(dim, direction)
else:
coord = mobject_or_point[dim]
return self.set_coord(coord, dim=dim, direction=direction)
def match_x(
self,
mobject_or_point: Mobject | Vect3,
direction: Vect3 = ORIGIN
) -> Self:
return self.match_coord(mobject_or_point, 0, direction)
def match_y(
self,
mobject_or_point: Mobject | Vect3,
direction: Vect3 = ORIGIN
) -> Self:
return self.match_coord(mobject_or_point, 1, direction)
def match_z(
self,
mobject_or_point: Mobject | Vect3,
direction: Vect3 = ORIGIN
) -> Self:
return self.match_coord(mobject_or_point, 2, direction)
def align_to(
self,
mobject_or_point: Mobject | Vect3,
direction: Vect3 = ORIGIN
) -> Self:
"""
Examples:
mob1.align_to(mob2, UP) moves mob1 vertically so that its
top edge lines ups with mob2's top edge.
mob1.align_to(mob2, alignment_vect = RIGHT) moves mob1
horizontally so that it's center is directly above/below
the center of mob2
"""
if isinstance(mobject_or_point, Mobject):
point = mobject_or_point.get_bounding_box_point(direction)
else:
point = mobject_or_point
for dim in range(self.dim):
if direction[dim] != 0:
self.set_coord(point[dim], dim, direction)
return self
def get_group_class(self):
return Group
# Alignment
def is_aligned_with(self, mobject: Mobject) -> bool:
if len(self.data) != len(mobject.data):
return False
if len(self.submobjects) != len(mobject.submobjects):
return False
return all(
sm1.is_aligned_with(sm2)
for sm1, sm2 in zip(self.submobjects, mobject.submobjects)
)
def align_data_and_family(self, mobject: Mobject) -> Self:
self.align_family(mobject)
self.align_data(mobject)
return self
def align_data(self, mobject: Mobject) -> Self:
for mob1, mob2 in zip(self.get_family(), mobject.get_family()):
mob1.align_points(mob2)
return self
def align_points(self, mobject: Mobject) -> Self:
max_len = max(self.get_num_points(), mobject.get_num_points())
for mob in (self, mobject):
mob.resize_points(max_len, resize_func=resize_preserving_order)
return self
def align_family(self, mobject: Mobject) -> Self:
mob1 = self
mob2 = mobject
n1 = len(mob1)
n2 = len(mob2)
if n1 != n2:
mob1.add_n_more_submobjects(max(0, n2 - n1))
mob2.add_n_more_submobjects(max(0, n1 - n2))
# Recurse
for sm1, sm2 in zip(mob1.submobjects, mob2.submobjects):
sm1.align_family(sm2)
return self
def push_self_into_submobjects(self) -> Self:
copy = self.copy()
copy.set_submobjects([])
self.resize_points(0)
self.add(copy)
return self
def add_n_more_submobjects(self, n: int) -> Self:
if n == 0:
return self
curr = len(self.submobjects)
if curr == 0:
# If empty, simply add n point mobjects
null_mob = self.copy()
null_mob.set_points([self.get_center()])
self.set_submobjects([
null_mob.copy()
for k in range(n)
])
return self
target = curr + n
repeat_indices = (np.arange(target) * curr) // target
split_factors = [
(repeat_indices == i).sum()
for i in range(curr)
]
new_submobs = []
for submob, sf in zip(self.submobjects, split_factors):
new_submobs.append(submob)
for k in range(1, sf):
new_submobs.append(submob.invisible_copy())
self.set_submobjects(new_submobs)
return self
def invisible_copy(self) -> Self:
return self.copy().set_opacity(0)
# Interpolate
def interpolate(
self,
mobject1: Mobject,
mobject2: Mobject,
alpha: float,
path_func: Callable[[np.ndarray, np.ndarray, float], np.ndarray] = straight_path
) -> Self:
keys = [k for k in self.data.dtype.names if k not in self.locked_data_keys]
if keys:
self.note_changed_data()
for key in keys:
func = path_func if key in self.pointlike_data_keys else interpolate
md1 = mobject1.data[key]
md2 = mobject2.data[key]
if key in self.const_data_keys:
md1 = md1[0]
md2 = md2[0]
self.data[key] = func(md1, md2, alpha)
keys = [k for k in self.uniforms if k not in self.locked_uniform_keys]
for key in keys:
if key not in mobject1.uniforms or key not in mobject2.uniforms:
continue
self.uniforms[key] = interpolate(
mobject1.uniforms[key],
mobject2.uniforms[key],
alpha
)
self.bounding_box[:] = path_func(
mobject1.bounding_box, mobject2.bounding_box, alpha
)
return self
def pointwise_become_partial(self, mobject, a, b) -> Self:
"""
Set points in such a way as to become only
part of mobject.
Inputs 0 <= a < b <= 1 determine what portion
of mobject to become.
"""
# To be implemented in subclass
return self
# Locking data
def lock_data(self, keys: Iterable[str]) -> Self:
"""
To speed up some animations, particularly transformations,
it can be handy to acknowledge which pieces of data
won't change during the animation so that calls to
interpolate can skip this, and so that it's not
read into the shader_wrapper objects needlessly
"""
if self.has_updaters:
return self
self.locked_data_keys = set(keys)
return self
def lock_uniforms(self, keys: Iterable[str]) -> Self:
if self.has_updaters:
return self
self.locked_uniform_keys = set(keys)
return self
def lock_matching_data(self, mobject1: Mobject, mobject2: Mobject) -> Self:
tuples = zip(
self.get_family(),
mobject1.get_family(),
mobject2.get_family(),
)
for sm, sm1, sm2 in tuples:
if not sm.data.dtype == sm1.data.dtype == sm2.data.dtype:
continue
sm.lock_data(
key for key in sm.data.dtype.names
if arrays_match(sm1.data[key], sm2.data[key])
)
sm.lock_uniforms(
key for key in self.uniforms
if all(listify(mobject1.uniforms.get(key, 0) == mobject2.uniforms.get(key, 0)))
)
sm.const_data_keys = set(
key for key in sm.data.dtype.names
if key not in sm.locked_data_keys
if all(
array_is_constant(mob.data[key])
for mob in (sm, sm1, sm2)
)
)
return self
def unlock_data(self) -> Self:
for mob in self.get_family():
mob.locked_data_keys = set()
mob.const_data_keys = set()
mob.locked_uniform_keys = set()
return self
# Operations touching shader uniforms
def affects_shader_info_id(func: Callable):
@wraps(func)
def wrapper(self, *args, **kwargs):
result = func(self, *args, **kwargs)
self.refresh_shader_wrapper_id()
return result
return wrapper
@affects_shader_info_id
def set_uniform(self, recurse: bool = True, **new_uniforms) -> Self:
for mob in self.get_family(recurse):
mob.uniforms.update(new_uniforms)
return self
@affects_shader_info_id
def fix_in_frame(self, recurse: bool = True) -> Self:
self.set_uniform(recurse, is_fixed_in_frame=1.0)
return self
@affects_shader_info_id
def unfix_from_frame(self, recurse: bool = True) -> Self:
self.set_uniform(recurse, is_fixed_in_frame=0.0)
return self
def is_fixed_in_frame(self) -> bool:
return bool(self.uniforms["is_fixed_in_frame"])
@affects_shader_info_id
def apply_depth_test(self, recurse: bool = True) -> Self:
for mob in self.get_family(recurse):
mob.depth_test = True
return self
@affects_shader_info_id
def deactivate_depth_test(self, recurse: bool = True) -> Self:
for mob in self.get_family(recurse):
mob.depth_test = False
return self
# Shader code manipulation
@affects_data
def replace_shader_code(self, old: str, new: str) -> Self:
self.shader_code_replacements[old] = new
self._shaders_initialized = False
for mob in self.get_ancestors():
mob._shaders_initialized = False
return self
def set_color_by_code(self, glsl_code: str) -> Self:
"""
Takes a snippet of code and inserts it into a
context which has the following variables:
vec4 color, vec3 point, vec3 unit_normal.
The code should change the color variable
"""
self.replace_shader_code(
"///// INSERT COLOR FUNCTION HERE /////",
glsl_code
)
return self
def set_color_by_xyz_func(
self,
glsl_snippet: str,
min_value: float = -5.0,
max_value: float = 5.0,
colormap: str = "viridis"
) -> Self:
"""
Pass in a glsl expression in terms of x, y and z which returns
a float.
"""
# TODO, add a version of this which changes the point data instead
# of the shader code
for char in "xyz":
glsl_snippet = glsl_snippet.replace(char, "point." + char)
rgb_list = get_colormap_list(colormap)
self.set_color_by_code(
"color.rgb = float_to_color({}, {}, {}, {});".format(
glsl_snippet,
float(min_value),
float(max_value),
get_colormap_code(rgb_list)
)
)
return self
# For shader data
def init_shader_data(self, ctx: Context):
self.shader_indices = np.zeros(0)
self.shader_wrapper = ShaderWrapper(
ctx=ctx,
vert_data=self.data,
shader_folder=self.shader_folder,
texture_paths=self.texture_paths,
depth_test=self.depth_test,
render_primitive=self.render_primitive,
)
def refresh_shader_wrapper_id(self):
if self._shaders_initialized:
self.shader_wrapper.refresh_id()
return self
def get_shader_wrapper(self, ctx: Context) -> ShaderWrapper:
if not self._shaders_initialized:
self.init_shader_data(ctx)
self._shaders_initialized = True
self.shader_wrapper.vert_data = self.get_shader_data()
self.shader_wrapper.vert_indices = self.get_shader_vert_indices()
self.shader_wrapper.bind_to_mobject_uniforms(self.get_uniforms())
self.shader_wrapper.depth_test = self.depth_test
for old, new in self.shader_code_replacements.items():
self.shader_wrapper.replace_code(old, new)
return self.shader_wrapper
def get_shader_wrapper_list(self, ctx: Context) -> list[ShaderWrapper]:
shader_wrappers = it.chain(
[self.get_shader_wrapper(ctx)],
*[sm.get_shader_wrapper_list(ctx) for sm in self.submobjects]
)
batches = batch_by_property(shader_wrappers, lambda sw: sw.get_id())
result = []
for wrapper_group, sid in batches:
shader_wrapper = wrapper_group[0]
if not shader_wrapper.is_valid():
continue
shader_wrapper.combine_with(*wrapper_group[1:])
if len(shader_wrapper.vert_data) > 0:
result.append(shader_wrapper)
return result
def get_shader_data(self):
return self.data
def get_uniforms(self):
return self.uniforms
def get_shader_vert_indices(self):
return self.shader_indices
def render(self, ctx: Context, camera_uniforms: dict):
if self._data_has_changed:
self.shader_wrappers = self.get_shader_wrapper_list(ctx)
for shader_wrapper in self.shader_wrappers:
shader_wrapper.generate_vao()
self._data_has_changed = False
for shader_wrapper in self.shader_wrappers:
shader_wrapper.update_program_uniforms(camera_uniforms)
shader_wrapper.pre_render()
shader_wrapper.render()
# Event Handlers
"""
Event handling follows the Event Bubbling model of DOM in javascript.
Return false to stop the event bubbling.
To learn more visit https://www.quirksmode.org/js/events_order.html
Event Callback Argument is a callable function taking two arguments:
1. Mobject
2. EventData
"""
def init_event_listners(self):
self.event_listners: list[EventListener] = []
def add_event_listner(
self,
event_type: EventType,
event_callback: Callable[[Mobject, dict[str]]]
):
event_listner = EventListener(self, event_type, event_callback)
self.event_listners.append(event_listner)
EVENT_DISPATCHER.add_listner(event_listner)
return self
def remove_event_listner(
self,
event_type: EventType,
event_callback: Callable[[Mobject, dict[str]]]
):
event_listner = EventListener(self, event_type, event_callback)
while event_listner in self.event_listners:
self.event_listners.remove(event_listner)
EVENT_DISPATCHER.remove_listner(event_listner)
return self
def clear_event_listners(self, recurse: bool = True):
self.event_listners = []
if recurse:
for submob in self.submobjects:
submob.clear_event_listners(recurse=recurse)
return self
def get_event_listners(self):
return self.event_listners
def get_family_event_listners(self):
return list(it.chain(*[sm.get_event_listners() for sm in self.get_family()]))
def get_has_event_listner(self):
return any(
mob.get_event_listners()
for mob in self.get_family()
)
def add_mouse_motion_listner(self, callback):
self.add_event_listner(EventType.MouseMotionEvent, callback)
def remove_mouse_motion_listner(self, callback):
self.remove_event_listner(EventType.MouseMotionEvent, callback)
def add_mouse_press_listner(self, callback):
self.add_event_listner(EventType.MousePressEvent, callback)
def remove_mouse_press_listner(self, callback):
self.remove_event_listner(EventType.MousePressEvent, callback)
def add_mouse_release_listner(self, callback):
self.add_event_listner(EventType.MouseReleaseEvent, callback)
def remove_mouse_release_listner(self, callback):
self.remove_event_listner(EventType.MouseReleaseEvent, callback)
def add_mouse_drag_listner(self, callback):
self.add_event_listner(EventType.MouseDragEvent, callback)
def remove_mouse_drag_listner(self, callback):
self.remove_event_listner(EventType.MouseDragEvent, callback)
def add_mouse_scroll_listner(self, callback):
self.add_event_listner(EventType.MouseScrollEvent, callback)
def remove_mouse_scroll_listner(self, callback):
self.remove_event_listner(EventType.MouseScrollEvent, callback)
def add_key_press_listner(self, callback):
self.add_event_listner(EventType.KeyPressEvent, callback)
def remove_key_press_listner(self, callback):
self.remove_event_listner(EventType.KeyPressEvent, callback)
def add_key_release_listner(self, callback):
self.add_event_listner(EventType.KeyReleaseEvent, callback)
def remove_key_release_listner(self, callback):
self.remove_event_listner(EventType.KeyReleaseEvent, callback)
# Errors
def throw_error_if_no_points(self):
if not self.has_points():
message = "Cannot call Mobject.{} " +\
"for a Mobject with no points"
caller_name = sys._getframe(1).f_code.co_name
raise Exception(message.format(caller_name))
class Group(Mobject):
def __init__(self, *mobjects: Mobject, **kwargs):
if not all([isinstance(m, Mobject) for m in mobjects]):
raise Exception("All submobjects must be of type Mobject")
Mobject.__init__(self, **kwargs)
self.add(*mobjects)
if any(m.is_fixed_in_frame() for m in mobjects):
self.fix_in_frame()
def __add__(self, other: Mobject | Group) -> Self:
assert(isinstance(other, Mobject))
return self.add(other)
class Point(Mobject):
def __init__(
self,
location: Vect3 = ORIGIN,
artificial_width: float = 1e-6,
artificial_height: float = 1e-6,
**kwargs
):
self.artificial_width = artificial_width
self.artificial_height = artificial_height
super().__init__(**kwargs)
self.set_location(location)
def get_width(self) -> float:
return self.artificial_width
def get_height(self) -> float:
return self.artificial_height
def get_location(self) -> Vect3:
return self.get_points()[0].copy()
def get_bounding_box_point(self, *args, **kwargs) -> Vect3:
return self.get_location()
def set_location(self, new_loc: npt.ArrayLike) -> Self:
self.set_points(np.array(new_loc, ndmin=2, dtype=float))
return self
class _AnimationBuilder:
def __init__(self, mobject: Mobject):
self.mobject = mobject
self.overridden_animation = None
self.mobject.generate_target()
self.is_chaining = False
self.methods: list[Callable] = []
self.anim_args = {}
self.can_pass_args = True
def __getattr__(self, method_name: str):
method = getattr(self.mobject.target, method_name)
self.methods.append(method)
has_overridden_animation = hasattr(method, "_override_animate")
if (self.is_chaining and has_overridden_animation) or self.overridden_animation:
raise NotImplementedError(
"Method chaining is currently not supported for " + \
"overridden animations"
)
def update_target(*method_args, **method_kwargs):
if has_overridden_animation:
self.overridden_animation = method._override_animate(
self.mobject, *method_args, **method_kwargs
)
else:
method(*method_args, **method_kwargs)
return self
self.is_chaining = True
return update_target
def __call__(self, **kwargs):
return self.set_anim_args(**kwargs)
def set_anim_args(self, **kwargs):
'''
You can change the args of :class:`~manimlib.animation.transform.Transform`, such as
- ``run_time``
- ``time_span``
- ``rate_func``
- ``lag_ratio``
- ``path_arc``
- ``path_func``
and so on.
'''
if not self.can_pass_args:
raise ValueError(
"Animation arguments can only be passed by calling ``animate`` " + \
"or ``set_anim_args`` and can only be passed once",
)
self.anim_args = kwargs
self.can_pass_args = False
return self
def build(self):
from manimlib.animation.transform import _MethodAnimation
if self.overridden_animation:
return self.overridden_animation
return _MethodAnimation(self.mobject, self.methods, **self.anim_args)
def override_animate(method):
def decorator(animation_method):
method._override_animate = animation_method
return animation_method
return decorator
|
manim_3b1b/manimlib/mobject/coordinate_systems.py
|
from __future__ import annotations
from abc import ABC, abstractmethod
import numbers
import numpy as np
import itertools as it
from manimlib.constants import BLACK, BLUE, BLUE_D, BLUE_E, GREEN, GREY_A, WHITE, RED
from manimlib.constants import DEGREES, PI
from manimlib.constants import DL, UL, DOWN, DR, LEFT, ORIGIN, OUT, RIGHT, UP
from manimlib.constants import FRAME_X_RADIUS, FRAME_Y_RADIUS
from manimlib.constants import MED_SMALL_BUFF, SMALL_BUFF
from manimlib.mobject.functions import ParametricCurve
from manimlib.mobject.geometry import Arrow
from manimlib.mobject.geometry import DashedLine
from manimlib.mobject.geometry import Line
from manimlib.mobject.geometry import Rectangle
from manimlib.mobject.number_line import NumberLine
from manimlib.mobject.svg.tex_mobject import Tex
from manimlib.mobject.types.dot_cloud import DotCloud
from manimlib.mobject.types.surface import ParametricSurface
from manimlib.mobject.types.vectorized_mobject import VGroup
from manimlib.mobject.types.vectorized_mobject import VMobject
from manimlib.utils.bezier import inverse_interpolate
from manimlib.utils.dict_ops import merge_dicts_recursively
from manimlib.utils.simple_functions import binary_search
from manimlib.utils.space_ops import angle_of_vector
from manimlib.utils.space_ops import get_norm
from manimlib.utils.space_ops import rotate_vector
from manimlib.utils.space_ops import normalize
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Callable, Iterable, Sequence, Type, TypeVar, Optional
from manimlib.mobject.mobject import Mobject
from manimlib.typing import ManimColor, Vect3, Vect3Array, VectN, RangeSpecifier, Self
T = TypeVar("T", bound=Mobject)
EPSILON = 1e-8
DEFAULT_X_RANGE = (-8.0, 8.0, 1.0)
DEFAULT_Y_RANGE = (-4.0, 4.0, 1.0)
class CoordinateSystem(ABC):
"""
Abstract class for Axes and NumberPlane
"""
dimension: int = 2
def __init__(
self,
x_range: RangeSpecifier = DEFAULT_X_RANGE,
y_range: RangeSpecifier = DEFAULT_Y_RANGE,
num_sampled_graph_points_per_tick: int = 5,
):
self.x_range = x_range
self.y_range = y_range
self.num_sampled_graph_points_per_tick = num_sampled_graph_points_per_tick
@abstractmethod
def coords_to_point(self, *coords: float | VectN) -> Vect3 | Vect3Array:
raise Exception("Not implemented")
@abstractmethod
def point_to_coords(self, point: Vect3 | Vect3Array) -> tuple[float | VectN, ...]:
raise Exception("Not implemented")
def c2p(self, *coords: float) -> Vect3 | Vect3Array:
"""Abbreviation for coords_to_point"""
return self.coords_to_point(*coords)
def p2c(self, point: Vect3) -> tuple[float | VectN, ...]:
"""Abbreviation for point_to_coords"""
return self.point_to_coords(point)
def get_origin(self) -> Vect3:
return self.c2p(*[0] * self.dimension)
@abstractmethod
def get_axes(self) -> VGroup:
raise Exception("Not implemented")
@abstractmethod
def get_all_ranges(self) -> list[np.ndarray]:
raise Exception("Not implemented")
def get_axis(self, index: int) -> NumberLine:
return self.get_axes()[index]
def get_x_axis(self) -> NumberLine:
return self.get_axis(0)
def get_y_axis(self) -> NumberLine:
return self.get_axis(1)
def get_z_axis(self) -> NumberLine:
return self.get_axis(2)
def get_x_axis_label(
self,
label_tex: str,
edge: Vect3 = RIGHT,
direction: Vect3 = DL,
**kwargs
) -> Tex:
return self.get_axis_label(
label_tex, self.get_x_axis(),
edge, direction, **kwargs
)
def get_y_axis_label(
self,
label_tex: str,
edge: Vect3 = UP,
direction: Vect3 = DR,
**kwargs
) -> Tex:
return self.get_axis_label(
label_tex, self.get_y_axis(),
edge, direction, **kwargs
)
def get_axis_label(
self,
label_tex: str,
axis: Vect3,
edge: Vect3,
direction: Vect3,
buff: float = MED_SMALL_BUFF
) -> Tex:
label = Tex(label_tex)
label.next_to(
axis.get_edge_center(edge), direction,
buff=buff
)
label.shift_onto_screen(buff=MED_SMALL_BUFF)
return label
def get_axis_labels(
self,
x_label_tex: str = "x",
y_label_tex: str = "y"
) -> VGroup:
self.axis_labels = VGroup(
self.get_x_axis_label(x_label_tex),
self.get_y_axis_label(y_label_tex),
)
return self.axis_labels
def get_line_from_axis_to_point(
self,
index: int,
point: Vect3,
line_func: Type[T] = DashedLine,
color: ManimColor = GREY_A,
stroke_width: float = 2
) -> T:
axis = self.get_axis(index)
line = line_func(axis.get_projection(point), point)
line.set_stroke(color, stroke_width)
return line
def get_v_line(self, point: Vect3, **kwargs):
return self.get_line_from_axis_to_point(0, point, **kwargs)
def get_h_line(self, point: Vect3, **kwargs):
return self.get_line_from_axis_to_point(1, point, **kwargs)
# Useful for graphing
def get_graph(
self,
function: Callable[[float], float],
x_range: Sequence[float] | None = None,
bind: bool = False,
**kwargs
) -> ParametricCurve:
x_range = x_range or self.x_range
t_range = np.ones(3)
t_range[:len(x_range)] = x_range
# For axes, the third coordinate of x_range indicates
# tick frequency. But for functions, it indicates a
# sample frequency
t_range[2] /= self.num_sampled_graph_points_per_tick
def parametric_function(t: float) -> Vect3:
return self.c2p(t, function(t))
graph = ParametricCurve(
parametric_function,
t_range=tuple(t_range),
**kwargs
)
graph.underlying_function = function
graph.x_range = x_range
if bind:
self.bind_graph_to_func(graph, function)
return graph
def get_parametric_curve(
self,
function: Callable[[float], Vect3],
**kwargs
) -> ParametricCurve:
dim = self.dimension
graph = ParametricCurve(
lambda t: self.coords_to_point(*function(t)[:dim]),
**kwargs
)
graph.underlying_function = function
return graph
def input_to_graph_point(
self,
x: float,
graph: ParametricCurve
) -> Vect3 | None:
if hasattr(graph, "underlying_function"):
return self.coords_to_point(x, graph.underlying_function(x))
else:
alpha = binary_search(
function=lambda a: self.point_to_coords(
graph.quick_point_from_proportion(a)
)[0],
target=x,
lower_bound=self.x_range[0],
upper_bound=self.x_range[1],
)
if alpha is not None:
return graph.quick_point_from_proportion(alpha)
else:
return None
def i2gp(self, x: float, graph: ParametricCurve) -> Vect3 | None:
"""
Alias for input_to_graph_point
"""
return self.input_to_graph_point(x, graph)
def bind_graph_to_func(
self,
graph: VMobject,
func: Callable[[VectN], VectN],
jagged: bool = False,
get_discontinuities: Optional[Callable[[], Vect3]] = None
) -> VMobject:
"""
Use for graphing functions which might change over time, or change with
conditions
"""
x_values = np.array([self.x_axis.p2n(p) for p in graph.get_points()])
def get_graph_points():
xs = x_values
if get_discontinuities:
ds = get_discontinuities()
ep = 1e-6
added_xs = it.chain(*((d - ep, d + ep) for d in ds))
xs[:] = sorted([*x_values, *added_xs])[:len(x_values)]
return self.c2p(xs, func(xs))
graph.add_updater(
lambda g: g.set_points_as_corners(get_graph_points())
)
if not jagged:
graph.add_updater(lambda g: g.make_smooth(approx=True))
return graph
def get_graph_label(
self,
graph: ParametricCurve,
label: str | Mobject = "f(x)",
x: float | None = None,
direction: Vect3 = RIGHT,
buff: float = MED_SMALL_BUFF,
color: ManimColor | None = None
) -> Tex | Mobject:
if isinstance(label, str):
label = Tex(label)
if color is None:
label.match_color(graph)
if x is None:
# Searching from the right, find a point
# whose y value is in bounds
max_y = FRAME_Y_RADIUS - label.get_height()
max_x = FRAME_X_RADIUS - label.get_width()
for x0 in np.arange(*self.x_range)[::-1]:
pt = self.i2gp(x0, graph)
if abs(pt[0]) < max_x and abs(pt[1]) < max_y:
x = x0
break
if x is None:
x = self.x_range[1]
point = self.input_to_graph_point(x, graph)
angle = self.angle_of_tangent(x, graph)
normal = rotate_vector(RIGHT, angle + 90 * DEGREES)
if normal[1] < 0:
normal *= -1
label.next_to(point, normal, buff=buff)
label.shift_onto_screen()
return label
def get_v_line_to_graph(self, x: float, graph: ParametricCurve, **kwargs):
return self.get_v_line(self.i2gp(x, graph), **kwargs)
def get_h_line_to_graph(self, x: float, graph: ParametricCurve, **kwargs):
return self.get_h_line(self.i2gp(x, graph), **kwargs)
def get_scatterplot(self,
x_values: Vect3Array,
y_values: Vect3Array,
**dot_config):
return DotCloud(self.c2p(x_values, y_values), **dot_config)
# For calculus
def angle_of_tangent(
self,
x: float,
graph: ParametricCurve,
dx: float = EPSILON
) -> float:
p0 = self.input_to_graph_point(x, graph)
p1 = self.input_to_graph_point(x + dx, graph)
return angle_of_vector(p1 - p0)
def slope_of_tangent(
self,
x: float,
graph: ParametricCurve,
**kwargs
) -> float:
return np.tan(self.angle_of_tangent(x, graph, **kwargs))
def get_tangent_line(
self,
x: float,
graph: ParametricCurve,
length: float = 5,
line_func: Type[T] = Line
) -> T:
line = line_func(LEFT, RIGHT)
line.set_width(length)
line.rotate(self.angle_of_tangent(x, graph))
line.move_to(self.input_to_graph_point(x, graph))
return line
def get_riemann_rectangles(
self,
graph: ParametricCurve,
x_range: Sequence[float] = None,
dx: float | None = None,
input_sample_type: str = "left",
stroke_width: float = 1,
stroke_color: ManimColor = BLACK,
fill_opacity: float = 1,
colors: Iterable[ManimColor] = (BLUE, GREEN),
negative_color: ManimColor = RED,
stroke_background: bool = True,
show_signed_area: bool = True
) -> VGroup:
if x_range is None:
x_range = self.x_range[:2]
if dx is None:
dx = self.x_range[2]
if len(x_range) < 3:
x_range = [*x_range, dx]
rects = []
x_range[1] = x_range[1] + dx
xs = np.arange(*x_range)
for x0, x1 in zip(xs, xs[1:]):
if input_sample_type == "left":
sample = x0
elif input_sample_type == "right":
sample = x1
elif input_sample_type == "center":
sample = 0.5 * x0 + 0.5 * x1
else:
raise Exception("Invalid input sample type")
height_vect = self.i2gp(sample, graph) - self.c2p(sample, 0)
rect = Rectangle(
width=self.x_axis.n2p(x1)[0] - self.x_axis.n2p(x0)[0],
height=get_norm(height_vect),
)
rect.positive = height_vect[1] > 0
rect.move_to(self.c2p(x0, 0), DL if rect.positive else UL)
rects.append(rect)
result = VGroup(*rects)
result.set_submobject_colors_by_gradient(*colors)
result.set_style(
stroke_width=stroke_width,
stroke_color=stroke_color,
fill_opacity=fill_opacity,
stroke_background=stroke_background
)
for rect in result:
if not rect.positive:
rect.set_fill(negative_color)
return result
def get_area_under_graph(self, graph, x_range, fill_color=BLUE, fill_opacity=0.5):
if not hasattr(graph, "x_range"):
raise Exception("Argument `graph` must have attribute `x_range`")
alpha_bounds = [
inverse_interpolate(*graph.x_range, x)
for x in x_range
]
sub_graph = graph.copy()
sub_graph.pointwise_become_partial(graph, *alpha_bounds)
sub_graph.add_line_to(self.c2p(x_range[1], 0))
sub_graph.add_line_to(self.c2p(x_range[0], 0))
sub_graph.add_line_to(sub_graph.get_start())
sub_graph.set_stroke(width=0)
sub_graph.set_fill(fill_color, fill_opacity)
return sub_graph
class Axes(VGroup, CoordinateSystem):
default_axis_config: dict = dict()
default_x_axis_config: dict = dict()
default_y_axis_config: dict = dict(line_to_number_direction=LEFT)
def __init__(
self,
x_range: RangeSpecifier = DEFAULT_X_RANGE,
y_range: RangeSpecifier = DEFAULT_Y_RANGE,
axis_config: dict = dict(),
x_axis_config: dict = dict(),
y_axis_config: dict = dict(),
height: float | None = None,
width: float | None = None,
unit_size: float = 1.0,
**kwargs
):
CoordinateSystem.__init__(self, x_range, y_range, **kwargs)
kwargs.pop("num_sampled_graph_points_per_tick", None)
VGroup.__init__(self, **kwargs)
axis_config = dict(**axis_config, unit_size=unit_size)
self.x_axis = self.create_axis(
self.x_range,
axis_config=merge_dicts_recursively(
self.default_axis_config,
self.default_x_axis_config,
axis_config,
x_axis_config
),
length=width,
)
self.y_axis = self.create_axis(
self.y_range,
axis_config=merge_dicts_recursively(
self.default_axis_config,
self.default_y_axis_config,
axis_config,
y_axis_config
),
length=height,
)
self.y_axis.rotate(90 * DEGREES, about_point=ORIGIN)
# Add as a separate group in case various other
# mobjects are added to self, as for example in
# NumberPlane below
self.axes = VGroup(self.x_axis, self.y_axis)
self.add(*self.axes)
self.center()
def create_axis(
self,
range_terms: RangeSpecifier,
axis_config: dict,
length: float | None
) -> NumberLine:
axis = NumberLine(range_terms, width=length, **axis_config)
axis.shift(-axis.n2p(0))
return axis
def coords_to_point(self, *coords: float | VectN) -> Vect3 | Vect3Array:
origin = self.x_axis.number_to_point(0)
return origin + sum(
axis.number_to_point(coord) - origin
for axis, coord in zip(self.get_axes(), coords)
)
def point_to_coords(self, point: Vect3 | Vect3Array) -> tuple[float | VectN, ...]:
return tuple([
axis.point_to_number(point)
for axis in self.get_axes()
])
def get_axes(self) -> VGroup:
return self.axes
def get_all_ranges(self) -> list[Sequence[float]]:
return [self.x_range, self.y_range]
def add_coordinate_labels(
self,
x_values: Iterable[float] | None = None,
y_values: Iterable[float] | None = None,
excluding: Iterable[float] = [0],
**kwargs
) -> VGroup:
axes = self.get_axes()
self.coordinate_labels = VGroup()
for axis, values in zip(axes, [x_values, y_values]):
labels = axis.add_numbers(values, excluding=excluding, **kwargs)
self.coordinate_labels.add(labels)
return self.coordinate_labels
class ThreeDAxes(Axes):
dimension: int = 3
default_z_axis_config: dict = dict()
def __init__(
self,
x_range: RangeSpecifier = (-6.0, 6.0, 1.0),
y_range: RangeSpecifier = (-5.0, 5.0, 1.0),
z_range: RangeSpecifier = (-4.0, 4.0, 1.0),
z_axis_config: dict = dict(),
z_normal: Vect3 = DOWN,
depth: float | None = None,
flat_stroke: bool = False,
**kwargs
):
Axes.__init__(self, x_range, y_range, **kwargs)
self.z_range = z_range
self.z_axis = self.create_axis(
self.z_range,
axis_config=merge_dicts_recursively(
self.default_axis_config,
self.default_z_axis_config,
kwargs.get("axis_config", {}),
z_axis_config
),
length=depth,
)
self.z_axis.rotate(-PI / 2, UP, about_point=ORIGIN)
self.z_axis.rotate(
angle_of_vector(z_normal), OUT,
about_point=ORIGIN
)
self.z_axis.shift(self.x_axis.n2p(0))
self.axes.add(self.z_axis)
self.add(self.z_axis)
self.set_flat_stroke(flat_stroke)
def get_all_ranges(self) -> list[Sequence[float]]:
return [self.x_range, self.y_range, self.z_range]
def add_axis_labels(self, x_tex="x", y_tex="y", z_tex="z", font_size=24, buff=0.2):
x_label, y_label, z_label = labels = VGroup(*(
Tex(tex, font_size=font_size)
for tex in [x_tex, y_tex, z_tex]
))
z_label.rotate(PI / 2, RIGHT)
for label, axis in zip(labels, self):
label.next_to(axis, normalize(np.round(axis.get_vector()), 2), buff=buff)
axis.add(label)
self.axis_labels = labels
def get_graph(
self,
func,
color=BLUE_E,
opacity=0.9,
u_range=None,
v_range=None,
**kwargs
) -> ParametricSurface:
xu = self.x_axis.get_unit_size()
yu = self.y_axis.get_unit_size()
zu = self.z_axis.get_unit_size()
x0, y0, z0 = self.get_origin()
u_range = u_range or self.x_range[:2]
v_range = v_range or self.y_range[:2]
return ParametricSurface(
lambda u, v: [xu * u + x0, yu * v + y0, zu * func(u, v) + z0],
u_range=u_range,
v_range=v_range,
color=color,
opacity=opacity,
**kwargs
)
def get_parametric_surface(
self,
func,
color=BLUE_E,
opacity=0.9,
**kwargs
) -> ParametricSurface:
surface = ParametricSurface(func, color=color, opacity=opacity, **kwargs)
xu = self.x_axis.get_unit_size()
yu = self.y_axis.get_unit_size()
zu = self.z_axis.get_unit_size()
axes = [self.x_axis, self.y_axis, self.z_axis]
for dim, axis in zip(range(3), axes):
surface.stretch(axis.get_unit_size(), dim, about_point=ORIGIN)
surface.shift(self.get_origin())
return surface
class NumberPlane(Axes):
default_axis_config: dict = dict(
stroke_color=WHITE,
stroke_width=2,
include_ticks=False,
include_tip=False,
line_to_number_buff=SMALL_BUFF,
line_to_number_direction=DL,
)
default_y_axis_config: dict = dict(
line_to_number_direction=DL,
)
def __init__(
self,
x_range: RangeSpecifier = (-8.0, 8.0, 1.0),
y_range: RangeSpecifier = (-4.0, 4.0, 1.0),
background_line_style: dict = dict(
stroke_color=BLUE_D,
stroke_width=2,
stroke_opacity=1,
),
# Defaults to a faded version of line_config
faded_line_style: dict = dict(),
faded_line_ratio: int = 4,
make_smooth_after_applying_functions: bool = True,
**kwargs
):
super().__init__(x_range, y_range, **kwargs)
self.background_line_style = dict(background_line_style)
self.faded_line_style = dict(faded_line_style)
self.faded_line_ratio = faded_line_ratio
self.make_smooth_after_applying_functions = make_smooth_after_applying_functions
self.init_background_lines()
def init_background_lines(self) -> None:
if not self.faded_line_style:
style = dict(self.background_line_style)
# For anything numerical, like stroke_width
# and stroke_opacity, chop it in half
for key in style:
if isinstance(style[key], numbers.Number):
style[key] *= 0.5
self.faded_line_style = style
self.background_lines, self.faded_lines = self.get_lines()
self.background_lines.set_style(**self.background_line_style)
self.faded_lines.set_style(**self.faded_line_style)
self.add_to_back(
self.faded_lines,
self.background_lines,
)
def get_lines(self) -> tuple[VGroup, VGroup]:
x_axis = self.get_x_axis()
y_axis = self.get_y_axis()
x_lines1, x_lines2 = self.get_lines_parallel_to_axis(x_axis, y_axis)
y_lines1, y_lines2 = self.get_lines_parallel_to_axis(y_axis, x_axis)
lines1 = VGroup(*x_lines1, *y_lines1)
lines2 = VGroup(*x_lines2, *y_lines2)
return lines1, lines2
def get_lines_parallel_to_axis(
self,
axis1: NumberLine,
axis2: NumberLine
) -> tuple[VGroup, VGroup]:
freq = axis2.x_step
ratio = self.faded_line_ratio
line = Line(axis1.get_start(), axis1.get_end())
dense_freq = (1 + ratio)
step = (1 / dense_freq) * freq
lines1 = VGroup()
lines2 = VGroup()
inputs = np.arange(axis2.x_min, axis2.x_max + step, step)
for i, x in enumerate(inputs):
if abs(x) < 1e-8:
continue
new_line = line.copy()
new_line.shift(axis2.n2p(x) - axis2.n2p(0))
if i % (1 + ratio) == 0:
lines1.add(new_line)
else:
lines2.add(new_line)
return lines1, lines2
def get_x_unit_size(self) -> float:
return self.get_x_axis().get_unit_size()
def get_y_unit_size(self) -> list:
return self.get_x_axis().get_unit_size()
def get_axes(self) -> VGroup:
return self.axes
def get_vector(self, coords: Iterable[float], **kwargs) -> Arrow:
kwargs["buff"] = 0
return Arrow(self.c2p(0, 0), self.c2p(*coords), **kwargs)
def prepare_for_nonlinear_transform(self, num_inserted_curves: int = 50) -> Self:
for mob in self.family_members_with_points():
num_curves = mob.get_num_curves()
if num_inserted_curves > num_curves:
mob.insert_n_curves(num_inserted_curves - num_curves)
mob.make_smooth_after_applying_functions = True
return self
class ComplexPlane(NumberPlane):
def number_to_point(self, number: complex | float) -> Vect3:
number = complex(number)
return self.coords_to_point(number.real, number.imag)
def n2p(self, number: complex | float) -> Vect3:
return self.number_to_point(number)
def point_to_number(self, point: Vect3) -> complex:
x, y = self.point_to_coords(point)
return complex(x, y)
def p2n(self, point: Vect3) -> complex:
return self.point_to_number(point)
def get_default_coordinate_values(
self,
skip_first: bool = True
) -> list[complex]:
x_numbers = self.get_x_axis().get_tick_range()[1:]
y_numbers = self.get_y_axis().get_tick_range()[1:]
y_numbers = [complex(0, y) for y in y_numbers if y != 0]
return [*x_numbers, *y_numbers]
def add_coordinate_labels(
self,
numbers: list[complex] | None = None,
skip_first: bool = True,
font_size: int = 36,
**kwargs
) -> Self:
if numbers is None:
numbers = self.get_default_coordinate_values(skip_first)
self.coordinate_labels = VGroup()
for number in numbers:
z = complex(number)
if abs(z.imag) > abs(z.real):
axis = self.get_y_axis()
value = z.imag
kwargs["unit_tex"] = "i"
else:
axis = self.get_x_axis()
value = z.real
number_mob = axis.get_number_mobject(value, font_size=font_size, **kwargs)
# For -i, remove the "1"
if z.imag == -1:
number_mob.remove(number_mob[1])
number_mob[0].next_to(
number_mob[1], LEFT,
buff=number_mob[0].get_width() / 4
)
self.coordinate_labels.add(number_mob)
self.add(self.coordinate_labels)
return self
|
manim_3b1b/manimlib/mobject/three_dimensions.py
|
from __future__ import annotations
import math
import numpy as np
from manimlib.constants import BLUE, BLUE_D, BLUE_E, GREY_A, BLACK
from manimlib.constants import IN, ORIGIN, OUT, RIGHT
from manimlib.constants import PI, TAU
from manimlib.mobject.mobject import Mobject
from manimlib.mobject.types.surface import SGroup
from manimlib.mobject.types.surface import Surface
from manimlib.mobject.types.vectorized_mobject import VGroup
from manimlib.mobject.types.vectorized_mobject import VMobject
from manimlib.mobject.geometry import Polygon
from manimlib.mobject.geometry import Square
from manimlib.utils.bezier import interpolate
from manimlib.utils.iterables import adjacent_pairs
from manimlib.utils.space_ops import compass_directions
from manimlib.utils.space_ops import get_norm
from manimlib.utils.space_ops import z_to_vector
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Tuple, TypeVar
from manimlib.typing import ManimColor, Vect3, Sequence
T = TypeVar("T", bound=Mobject)
class SurfaceMesh(VGroup):
def __init__(
self,
uv_surface: Surface,
resolution: Tuple[int, int] = (21, 11),
stroke_width: float = 1,
stroke_color: ManimColor = GREY_A,
normal_nudge: float = 1e-2,
depth_test: bool = True,
joint_type: str = 'no_joint',
flat_stroke: bool = False,
**kwargs
):
self.uv_surface = uv_surface
self.resolution = resolution
self.normal_nudge = normal_nudge
super().__init__(
stroke_color=stroke_color,
stroke_width=stroke_width,
depth_test=depth_test,
joint_type=joint_type,
**kwargs
)
self.set_flat_stroke(flat_stroke)
def init_points(self) -> None:
uv_surface = self.uv_surface
full_nu, full_nv = uv_surface.resolution
part_nu, part_nv = self.resolution
# 'indices' are treated as floats. Later, there will be
# an interpolation between the floor and ceiling of these
# indices
u_indices = np.linspace(0, full_nu - 1, part_nu)
v_indices = np.linspace(0, full_nv - 1, part_nv)
points = uv_surface.get_points()
normals = uv_surface.get_unit_normals()
nudge = self.normal_nudge
nudged_points = points + nudge * normals
for ui in u_indices:
path = VMobject()
low_ui = full_nv * int(math.floor(ui))
high_ui = full_nv * int(math.ceil(ui))
path.set_points_smoothly(interpolate(
nudged_points[low_ui:low_ui + full_nv],
nudged_points[high_ui:high_ui + full_nv],
ui % 1
))
self.add(path)
for vi in v_indices:
path = VMobject()
path.set_points_smoothly(interpolate(
nudged_points[int(math.floor(vi))::full_nv],
nudged_points[int(math.ceil(vi))::full_nv],
vi % 1
))
self.add(path)
# 3D shapes
class Sphere(Surface):
def __init__(
self,
u_range: Tuple[float, float] = (0, TAU),
v_range: Tuple[float, float] = (1e-5, PI - 1e-5),
resolution: Tuple[int, int] = (101, 51),
radius: float = 1.0,
**kwargs,
):
self.radius = radius
super().__init__(
u_range=u_range,
v_range=v_range,
resolution=resolution,
**kwargs
)
def uv_func(self, u: float, v: float) -> np.ndarray:
return self.radius * np.array([
math.cos(u) * math.sin(v),
math.sin(u) * math.sin(v),
-math.cos(v)
])
class Torus(Surface):
def __init__(
self,
u_range: Tuple[float, float] = (0, TAU),
v_range: Tuple[float, float] = (0, TAU),
r1: float = 3.0,
r2: float = 1.0,
**kwargs,
):
self.r1 = r1
self.r2 = r2
super().__init__(
u_range=u_range,
v_range=v_range,
**kwargs,
)
def uv_func(self, u: float, v: float) -> np.ndarray:
P = np.array([math.cos(u), math.sin(u), 0])
return (self.r1 - self.r2 * math.cos(v)) * P - self.r2 * math.sin(v) * OUT
class Cylinder(Surface):
def __init__(
self,
u_range: Tuple[float, float] = (0, TAU),
v_range: Tuple[float, float] = (-1, 1),
resolution: Tuple[int, int] = (101, 11),
height: float = 2,
radius: float = 1,
axis: Vect3 = OUT,
**kwargs,
):
self.height = height
self.radius = radius
self.axis = axis
super().__init__(
u_range=u_range,
v_range=v_range,
resolution=resolution,
**kwargs
)
def init_points(self):
super().init_points()
self.scale(self.radius)
self.set_depth(self.height, stretch=True)
self.apply_matrix(z_to_vector(self.axis))
def uv_func(self, u: float, v: float) -> np.ndarray:
return np.array([np.cos(u), np.sin(u), v])
class Line3D(Cylinder):
def __init__(
self,
start: Vect3,
end: Vect3,
width: float = 0.05,
resolution: Tuple[int, int] = (21, 25),
**kwargs
):
axis = end - start
super().__init__(
height=get_norm(axis),
radius=width / 2,
axis=axis,
resolution=resolution,
**kwargs
)
self.shift((start + end) / 2)
class Disk3D(Surface):
def __init__(
self,
radius: float = 1,
u_range: Tuple[float, float] = (0, 1),
v_range: Tuple[float, float] = (0, TAU),
resolution: Tuple[int, int] = (2, 100),
**kwargs
):
super().__init__(
u_range=u_range,
v_range=v_range,
resolution=resolution,
**kwargs,
)
self.scale(radius)
def uv_func(self, u: float, v: float) -> np.ndarray:
return np.array([
u * math.cos(v),
u * math.sin(v),
0
])
class Square3D(Surface):
def __init__(
self,
side_length: float = 2.0,
u_range: Tuple[float, float] = (-1, 1),
v_range: Tuple[float, float] = (-1, 1),
resolution: Tuple[int, int] = (2, 2),
**kwargs,
):
super().__init__(
u_range=u_range,
v_range=v_range,
resolution=resolution,
**kwargs
)
self.scale(side_length / 2)
def uv_func(self, u: float, v: float) -> np.ndarray:
return np.array([u, v, 0])
def square_to_cube_faces(square: T) -> list[T]:
radius = square.get_height() / 2
square.move_to(radius * OUT)
result = [square.copy()]
result.extend([
square.copy().rotate(PI / 2, axis=vect, about_point=ORIGIN)
for vect in compass_directions(4)
])
result.append(square.copy().rotate(PI, RIGHT, about_point=ORIGIN))
return result
class Cube(SGroup):
def __init__(
self,
color: ManimColor = BLUE,
opacity: float = 1,
shading: Tuple[float, float, float] = (0.1, 0.5, 0.1),
square_resolution: Tuple[int, int] = (2, 2),
side_length: float = 2,
**kwargs,
):
face = Square3D(
resolution=square_resolution,
side_length=side_length,
color=color,
opacity=opacity,
shading=shading,
)
super().__init__(*square_to_cube_faces(face), **kwargs)
class Prism(Cube):
def __init__(
self,
width: float = 3.0,
height: float = 2.0,
depth: float = 1.0,
**kwargs
):
super().__init__(**kwargs)
for dim, value in enumerate([width, height, depth]):
self.rescale_to_fit(value, dim, stretch=True)
class VGroup3D(VGroup):
def __init__(
self,
*vmobjects: VMobject,
depth_test: bool = True,
shading: Tuple[float, float, float] = (0.2, 0.2, 0.2),
joint_type: str = "no_joint",
**kwargs
):
super().__init__(*vmobjects, **kwargs)
self.set_shading(*shading)
self.set_joint_type(joint_type)
if depth_test:
self.apply_depth_test()
class VCube(VGroup3D):
def __init__(
self,
side_length: float = 2.0,
fill_color: ManimColor = BLUE_D,
fill_opacity: float = 1,
stroke_width: float = 0,
**kwargs
):
style = dict(
fill_color=fill_color,
fill_opacity=fill_opacity,
stroke_width=stroke_width,
**kwargs
)
face = Square(side_length=side_length, **style)
super().__init__(*square_to_cube_faces(face), **style)
class VPrism(VCube):
def __init__(
self,
width: float = 3.0,
height: float = 2.0,
depth: float = 1.0,
**kwargs
):
super().__init__(**kwargs)
for dim, value in enumerate([width, height, depth]):
self.rescale_to_fit(value, dim, stretch=True)
class Dodecahedron(VGroup3D):
def __init__(
self,
fill_color: ManimColor = BLUE_E,
fill_opacity: float = 1,
stroke_color: ManimColor = BLUE_E,
stroke_width: float = 1,
shading: Tuple[float, float, float] = (0.2, 0.2, 0.2),
**kwargs,
):
style = dict(
fill_color=fill_color,
fill_opacity=fill_opacity,
stroke_color=stroke_color,
stroke_width=stroke_width,
shading=shading,
**kwargs
)
# Start by creating two of the pentagons, meeting
# back to back on the positive x-axis
phi = (1 + math.sqrt(5)) / 2
x, y, z = np.identity(3)
pentagon1 = Polygon(
np.array([phi, 1 / phi, 0]),
np.array([1, 1, 1]),
np.array([1 / phi, 0, phi]),
np.array([1, -1, 1]),
np.array([phi, -1 / phi, 0]),
**style
)
pentagon2 = pentagon1.copy().stretch(-1, 2, about_point=ORIGIN)
pentagon2.reverse_points()
x_pair = VGroup(pentagon1, pentagon2)
z_pair = x_pair.copy().apply_matrix(np.array([z, -x, -y]).T)
y_pair = x_pair.copy().apply_matrix(np.array([y, z, x]).T)
pentagons = [*x_pair, *y_pair, *z_pair]
for pentagon in list(pentagons):
pc = pentagon.copy()
pc.apply_function(lambda p: -p)
pc.reverse_points()
pentagons.append(pc)
super().__init__(*pentagons, **style)
class Prismify(VGroup3D):
def __init__(self, vmobject, depth=1.0, direction=IN, **kwargs):
# At the moment, this assume stright edges
vect = depth * direction
pieces = [vmobject.copy()]
points = vmobject.get_anchors()
for p1, p2 in adjacent_pairs(points):
wall = VMobject()
wall.match_style(vmobject)
wall.set_points_as_corners([p1, p2, p2 + vect, p1 + vect])
pieces.append(wall)
top = vmobject.copy()
top.shift(vect)
top.reverse_points()
pieces.append(top)
super().__init__(*pieces, **kwargs)
|
manim_3b1b/manimlib/mobject/mobject_update_utils.py
|
from __future__ import annotations
import inspect
from manimlib.constants import DEGREES
from manimlib.constants import RIGHT
from manimlib.mobject.mobject import Mobject
from manimlib.utils.simple_functions import clip
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Callable
import numpy as np
from manimlib.animation.animation import Animation
def assert_is_mobject_method(method):
assert(inspect.ismethod(method))
mobject = method.__self__
assert(isinstance(mobject, Mobject))
def always(method, *args, **kwargs):
assert_is_mobject_method(method)
mobject = method.__self__
func = method.__func__
mobject.add_updater(lambda m: func(m, *args, **kwargs))
return mobject
def f_always(method, *arg_generators, **kwargs):
"""
More functional version of always, where instead
of taking in args, it takes in functions which output
the relevant arguments.
"""
assert_is_mobject_method(method)
mobject = method.__self__
func = method.__func__
def updater(mob):
args = [
arg_generator()
for arg_generator in arg_generators
]
func(mob, *args, **kwargs)
mobject.add_updater(updater)
return mobject
def always_redraw(func: Callable[..., Mobject], *args, **kwargs) -> Mobject:
mob = func(*args, **kwargs)
mob.add_updater(lambda m: mob.become(func(*args, **kwargs)))
return mob
def always_shift(
mobject: Mobject,
direction: np.ndarray = RIGHT,
rate: float = 0.1
) -> Mobject:
mobject.add_updater(
lambda m, dt: m.shift(dt * rate * direction)
)
return mobject
def always_rotate(
mobject: Mobject,
rate: float = 20 * DEGREES,
**kwargs
) -> Mobject:
mobject.add_updater(
lambda m, dt: m.rotate(dt * rate, **kwargs)
)
return mobject
def turn_animation_into_updater(
animation: Animation,
cycle: bool = False,
**kwargs
) -> Mobject:
"""
Add an updater to the animation's mobject which applies
the interpolation and update functions of the animation
If cycle is True, this repeats over and over. Otherwise,
the updater will be popped uplon completion
"""
mobject = animation.mobject
animation.update_rate_info(**kwargs)
animation.suspend_mobject_updating = False
animation.begin()
animation.total_time = 0
def update(m, dt):
run_time = animation.get_run_time()
time_ratio = animation.total_time / run_time
if cycle:
alpha = time_ratio % 1
else:
alpha = clip(time_ratio, 0, 1)
if alpha >= 1:
animation.finish()
m.remove_updater(update)
return
animation.interpolate(alpha)
animation.update_mobjects(dt)
animation.total_time += dt
mobject.add_updater(update)
return mobject
def cycle_animation(animation: Animation, **kwargs) -> Mobject:
return turn_animation_into_updater(
animation, cycle=True, **kwargs
)
|
manim_3b1b/manimlib/mobject/interactive.py
|
from __future__ import annotations
import numpy as np
from pyglet.window import key as PygletWindowKeys
from manimlib.constants import FRAME_HEIGHT, FRAME_WIDTH
from manimlib.constants import DOWN, LEFT, ORIGIN, RIGHT, UP
from manimlib.constants import MED_LARGE_BUFF, MED_SMALL_BUFF, SMALL_BUFF
from manimlib.constants import BLACK, BLUE, GREEN, GREY_A, GREY_C, RED, WHITE
from manimlib.mobject.mobject import Group
from manimlib.mobject.mobject import Mobject
from manimlib.mobject.geometry import Circle
from manimlib.mobject.geometry import Dot
from manimlib.mobject.geometry import Line
from manimlib.mobject.geometry import Rectangle
from manimlib.mobject.geometry import RoundedRectangle
from manimlib.mobject.geometry import Square
from manimlib.mobject.svg.text_mobject import Text
from manimlib.mobject.types.vectorized_mobject import VGroup
from manimlib.mobject.value_tracker import ValueTracker
from manimlib.utils.color import rgb_to_hex
from manimlib.utils.space_ops import get_closest_point_on_line
from manimlib.utils.space_ops import get_norm
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Callable
from manimlib.typing import ManimColor
# Interactive Mobjects
class MotionMobject(Mobject):
"""
You could hold and drag this object to any position
"""
def __init__(self, mobject: Mobject, **kwargs):
super().__init__(**kwargs)
assert(isinstance(mobject, Mobject))
self.mobject = mobject
self.mobject.add_mouse_drag_listner(self.mob_on_mouse_drag)
# To avoid locking it as static mobject
self.mobject.add_updater(lambda mob: None)
self.add(mobject)
def mob_on_mouse_drag(self, mob: Mobject, event_data: dict[str, np.ndarray]) -> bool:
mob.move_to(event_data["point"])
return False
class Button(Mobject):
"""
Pass any mobject and register an on_click method
The on_click method takes mobject as argument like updater
"""
def __init__(self, mobject: Mobject, on_click: Callable[[Mobject]], **kwargs):
super().__init__(**kwargs)
assert(isinstance(mobject, Mobject))
self.on_click = on_click
self.mobject = mobject
self.mobject.add_mouse_press_listner(self.mob_on_mouse_press)
self.add(self.mobject)
def mob_on_mouse_press(self, mob: Mobject, event_data) -> bool:
self.on_click(mob)
return False
# Controls
class ControlMobject(ValueTracker):
def __init__(self, value: float, *mobjects: Mobject, **kwargs):
super().__init__(value=value, **kwargs)
self.add(*mobjects)
# To avoid lock_static_mobject_data while waiting in scene
self.add_updater(lambda mob: None)
self.fix_in_frame()
def set_value(self, value: float):
self.assert_value(value)
self.set_value_anim(value)
return ValueTracker.set_value(self, value)
def assert_value(self, value):
# To be implemented in subclasses
pass
def set_value_anim(self, value):
# To be implemented in subclasses
pass
class EnableDisableButton(ControlMobject):
def __init__(
self,
value: bool = True,
value_type: np.dtype = np.dtype(bool),
rect_kwargs: dict = {
"width": 0.5,
"height": 0.5,
"fill_opacity": 1.0
},
enable_color: ManimColor = GREEN,
disable_color: ManimColor = RED,
**kwargs
):
self.value = value
self.value_type = value_type
self.rect_kwargs = rect_kwargs
self.enable_color = enable_color
self.disable_color = disable_color
self.box = Rectangle(**self.rect_kwargs)
super().__init__(value, self.box, **kwargs)
self.add_mouse_press_listner(self.on_mouse_press)
def assert_value(self, value: bool) -> None:
assert(isinstance(value, bool))
def set_value_anim(self, value: bool) -> None:
if value:
self.box.set_fill(self.enable_color)
else:
self.box.set_fill(self.disable_color)
def toggle_value(self) -> None:
super().set_value(not self.get_value())
def on_mouse_press(self, mob: Mobject, event_data) -> bool:
mob.toggle_value()
return False
class Checkbox(ControlMobject):
def __init__(
self,
value: bool = True,
value_type: np.dtype = np.dtype(bool),
rect_kwargs: dict = {
"width": 0.5,
"height": 0.5,
"fill_opacity": 0.0
},
checkmark_kwargs: dict = {
"stroke_color": GREEN,
"stroke_width": 6,
},
cross_kwargs: dict = {
"stroke_color": RED,
"stroke_width": 6,
},
box_content_buff: float = SMALL_BUFF,
**kwargs
):
self.value_type = value_type
self.rect_kwargs = rect_kwargs
self.checkmark_kwargs = checkmark_kwargs
self.cross_kwargs = cross_kwargs
self.box_content_buff = box_content_buff
self.box = Rectangle(**self.rect_kwargs)
self.box_content = self.get_checkmark() if value else self.get_cross()
super().__init__(value, self.box, self.box_content, **kwargs)
self.add_mouse_press_listner(self.on_mouse_press)
def assert_value(self, value: bool) -> None:
assert(isinstance(value, bool))
def toggle_value(self) -> None:
super().set_value(not self.get_value())
def set_value_anim(self, value: bool) -> None:
if value:
self.box_content.become(self.get_checkmark())
else:
self.box_content.become(self.get_cross())
def on_mouse_press(self, mob: Mobject, event_data) -> None:
mob.toggle_value()
return False
# Helper methods
def get_checkmark(self) -> VGroup:
checkmark = VGroup(
Line(UP / 2 + 2 * LEFT, DOWN + LEFT, **self.checkmark_kwargs),
Line(DOWN + LEFT, UP + RIGHT, **self.checkmark_kwargs)
)
checkmark.stretch_to_fit_width(self.box.get_width())
checkmark.stretch_to_fit_height(self.box.get_height())
checkmark.scale(0.5)
checkmark.move_to(self.box)
return checkmark
def get_cross(self) -> VGroup:
cross = VGroup(
Line(UP + LEFT, DOWN + RIGHT, **self.cross_kwargs),
Line(UP + RIGHT, DOWN + LEFT, **self.cross_kwargs)
)
cross.stretch_to_fit_width(self.box.get_width())
cross.stretch_to_fit_height(self.box.get_height())
cross.scale(0.5)
cross.move_to(self.box)
return cross
class LinearNumberSlider(ControlMobject):
def __init__(
self,
value: float = 0,
value_type: type = np.float64,
min_value: float = -10.0,
max_value: float = 10.0,
step: float = 1.0,
rounded_rect_kwargs: dict = {
"height": 0.075,
"width": 2,
"corner_radius": 0.0375
},
circle_kwargs: dict = {
"radius": 0.1,
"stroke_color": GREY_A,
"fill_color": GREY_A,
"fill_opacity": 1.0
},
**kwargs
):
self.value_type = value_type
self.min_value = min_value
self.max_value = max_value
self.step = step
self.rounded_rect_kwargs = rounded_rect_kwargs
self.circle_kwargs = circle_kwargs
self.bar = RoundedRectangle(**self.rounded_rect_kwargs)
self.slider = Circle(**self.circle_kwargs)
self.slider_axis = Line(
start=self.bar.get_bounding_box_point(LEFT),
end=self.bar.get_bounding_box_point(RIGHT)
)
self.slider_axis.set_opacity(0.0)
self.slider.move_to(self.slider_axis)
self.slider.add_mouse_drag_listner(self.slider_on_mouse_drag)
super().__init__(value, self.bar, self.slider, self.slider_axis, **kwargs)
def assert_value(self, value: float) -> None:
assert(self.min_value <= value <= self.max_value)
def set_value_anim(self, value: float) -> None:
prop = (value - self.min_value) / (self.max_value - self.min_value)
self.slider.move_to(self.slider_axis.point_from_proportion(prop))
def slider_on_mouse_drag(self, mob, event_data: dict[str, np.ndarray]) -> bool:
self.set_value(self.get_value_from_point(event_data["point"]))
return False
# Helper Methods
def get_value_from_point(self, point: np.ndarray) -> float:
start, end = self.slider_axis.get_start_and_end()
point_on_line = get_closest_point_on_line(start, end, point)
prop = get_norm(point_on_line - start) / get_norm(end - start)
value = self.min_value + prop * (self.max_value - self.min_value)
no_of_steps = int((value - self.min_value) / self.step)
value_nearest_to_step = self.min_value + no_of_steps * self.step
return value_nearest_to_step
class ColorSliders(Group):
def __init__(
self,
sliders_kwargs: dict = {},
rect_kwargs: dict = {
"width": 2.0,
"height": 0.5,
"stroke_opacity": 1.0
},
background_grid_kwargs: dict = {
"colors": [GREY_A, GREY_C],
"single_square_len": 0.1
},
sliders_buff: float = MED_LARGE_BUFF,
default_rgb_value: int = 255,
default_a_value: int = 1,
**kwargs
):
self.sliders_kwargs = sliders_kwargs
self.rect_kwargs = rect_kwargs
self.background_grid_kwargs = background_grid_kwargs
self.sliders_buff = sliders_buff
self.default_rgb_value = default_rgb_value
self.default_a_value = default_a_value
rgb_kwargs = {"value": self.default_rgb_value, "min_value": 0, "max_value": 255, "step": 1}
a_kwargs = {"value": self.default_a_value, "min_value": 0, "max_value": 1, "step": 0.04}
self.r_slider = LinearNumberSlider(**self.sliders_kwargs, **rgb_kwargs)
self.g_slider = LinearNumberSlider(**self.sliders_kwargs, **rgb_kwargs)
self.b_slider = LinearNumberSlider(**self.sliders_kwargs, **rgb_kwargs)
self.a_slider = LinearNumberSlider(**self.sliders_kwargs, **a_kwargs)
self.sliders = Group(
self.r_slider,
self.g_slider,
self.b_slider,
self.a_slider
)
self.sliders.arrange(DOWN, buff=self.sliders_buff)
self.r_slider.slider.set_color(RED)
self.g_slider.slider.set_color(GREEN)
self.b_slider.slider.set_color(BLUE)
self.a_slider.slider.set_color_by_gradient(BLACK, WHITE)
self.selected_color_box = Rectangle(**self.rect_kwargs)
self.selected_color_box.add_updater(
lambda mob: mob.set_fill(
self.get_picked_color(), self.get_picked_opacity()
)
)
self.background = self.get_background()
super().__init__(
Group(self.background, self.selected_color_box).fix_in_frame(),
self.sliders,
**kwargs
)
self.arrange(DOWN)
def get_background(self) -> VGroup:
single_square_len = self.background_grid_kwargs["single_square_len"]
colors = self.background_grid_kwargs["colors"]
width = self.rect_kwargs["width"]
height = self.rect_kwargs["height"]
rows = int(height / single_square_len)
cols = int(width / single_square_len)
cols = (cols + 1) if (cols % 2 == 0) else cols
single_square = Square(single_square_len)
grid = single_square.get_grid(n_rows=rows, n_cols=cols, buff=0.0)
grid.stretch_to_fit_width(width)
grid.stretch_to_fit_height(height)
grid.move_to(self.selected_color_box)
for idx, square in enumerate(grid):
assert(isinstance(square, Square))
square.set_stroke(width=0.0, opacity=0.0)
square.set_fill(colors[idx % len(colors)], 1.0)
return grid
def set_value(self, r: float, g: float, b: float, a: float):
self.r_slider.set_value(r)
self.g_slider.set_value(g)
self.b_slider.set_value(b)
self.a_slider.set_value(a)
def get_value(self) -> np.ndarary:
r = self.r_slider.get_value() / 255
g = self.g_slider.get_value() / 255
b = self.b_slider.get_value() / 255
alpha = self.a_slider.get_value()
return np.array((r, g, b, alpha))
def get_picked_color(self) -> str:
rgba = self.get_value()
return rgb_to_hex(rgba[:3])
def get_picked_opacity(self) -> float:
rgba = self.get_value()
return rgba[3]
class Textbox(ControlMobject):
def __init__(
self,
value: str = "",
value_type: np.dtype = np.dtype(object),
box_kwargs: dict = {
"width": 2.0,
"height": 1.0,
"fill_color": WHITE,
"fill_opacity": 1.0,
},
text_kwargs: dict = {
"color": BLUE
},
text_buff: float = MED_SMALL_BUFF,
isInitiallyActive: bool = False,
active_color: ManimColor = BLUE,
deactive_color: ManimColor = RED,
**kwargs
):
self.value_type = value_type
self.box_kwargs = box_kwargs
self.text_kwargs = text_kwargs
self.text_buff = text_buff
self.isInitiallyActive = isInitiallyActive
self.active_color = active_color
self.deactive_color = deactive_color
self.isActive = self.isInitiallyActive
self.box = Rectangle(**self.box_kwargs)
self.box.add_mouse_press_listner(self.box_on_mouse_press)
self.text = Text(value, **self.text_kwargs)
super().__init__(value, self.box, self.text, **kwargs)
self.update_text(value)
self.active_anim(self.isActive)
self.add_key_press_listner(self.on_key_press)
def set_value_anim(self, value: str) -> None:
self.update_text(value)
def update_text(self, value: str) -> None:
text = self.text
self.remove(text)
text.__init__(value, **self.text_kwargs)
height = text.get_height()
text.set_width(self.box.get_width() - 2 * self.text_buff)
if text.get_height() > height:
text.set_height(height)
text.add_updater(lambda mob: mob.move_to(self.box))
text.fix_in_frame()
self.add(text)
def active_anim(self, isActive: bool) -> None:
if isActive:
self.box.set_stroke(self.active_color)
else:
self.box.set_stroke(self.deactive_color)
def box_on_mouse_press(self, mob, event_data) -> bool:
self.isActive = not self.isActive
self.active_anim(self.isActive)
return False
def on_key_press(self, mob: Mobject, event_data: dict[str, int]) -> bool | None:
symbol = event_data["symbol"]
modifiers = event_data["modifiers"]
char = chr(symbol)
if mob.isActive:
old_value = mob.get_value()
new_value = old_value
if char.isalnum():
if (modifiers & PygletWindowKeys.MOD_SHIFT) or (modifiers & PygletWindowKeys.MOD_CAPSLOCK):
new_value = old_value + char.upper()
else:
new_value = old_value + char.lower()
elif symbol in [PygletWindowKeys.SPACE]:
new_value = old_value + char
elif symbol == PygletWindowKeys.TAB:
new_value = old_value + '\t'
elif symbol == PygletWindowKeys.BACKSPACE:
new_value = old_value[:-1] or ''
mob.set_value(new_value)
return False
class ControlPanel(Group):
def __init__(
self,
*controls: ControlMobject,
panel_kwargs: dict = {
"width": FRAME_WIDTH / 4,
"height": MED_SMALL_BUFF + FRAME_HEIGHT,
"fill_color": GREY_C,
"fill_opacity": 1.0,
"stroke_width": 0.0
},
opener_kwargs: dict = {
"width": FRAME_WIDTH / 8,
"height": 0.5,
"fill_color": GREY_C,
"fill_opacity": 1.0
},
opener_text_kwargs: dict = {
"text": "Control Panel",
"font_size": 20
},
**kwargs
):
self.panel_kwargs = panel_kwargs
self.opener_kwargs = opener_kwargs
self.opener_text_kwargs = opener_text_kwargs
self.panel = Rectangle(**self.panel_kwargs)
self.panel.to_corner(UP + LEFT, buff=0)
self.panel.shift(self.panel.get_height() * UP)
self.panel.add_mouse_scroll_listner(self.panel_on_mouse_scroll)
self.panel_opener_rect = Rectangle(**self.opener_kwargs)
self.panel_info_text = Text(**self.opener_text_kwargs)
self.panel_info_text.move_to(self.panel_opener_rect)
self.panel_opener = Group(self.panel_opener_rect, self.panel_info_text)
self.panel_opener.next_to(self.panel, DOWN, aligned_edge=DOWN)
self.panel_opener.add_mouse_drag_listner(self.panel_opener_on_mouse_drag)
self.controls = Group(*controls)
self.controls.arrange(DOWN, center=False, aligned_edge=ORIGIN)
self.controls.move_to(self.panel)
super().__init__(
self.panel, self.panel_opener,
self.controls,
**kwargs
)
self.move_panel_and_controls_to_panel_opener()
self.fix_in_frame()
def move_panel_and_controls_to_panel_opener(self) -> None:
self.panel.next_to(
self.panel_opener_rect,
direction=UP,
buff=0
)
controls_old_x = self.controls.get_x()
self.controls.next_to(
self.panel_opener_rect,
direction=UP,
buff=MED_SMALL_BUFF
)
self.controls.set_x(controls_old_x)
def add_controls(self, *new_controls: ControlMobject) -> None:
self.controls.add(*new_controls)
self.move_panel_and_controls_to_panel_opener()
def remove_controls(self, *controls_to_remove: ControlMobject) -> None:
self.controls.remove(*controls_to_remove)
self.move_panel_and_controls_to_panel_opener()
def open_panel(self):
panel_opener_x = self.panel_opener.get_x()
self.panel_opener.to_corner(DOWN + LEFT, buff=0.0)
self.panel_opener.set_x(panel_opener_x)
self.move_panel_and_controls_to_panel_opener()
return self
def close_panel(self):
panel_opener_x = self.panel_opener.get_x()
self.panel_opener.to_corner(UP + LEFT, buff=0.0)
self.panel_opener.set_x(panel_opener_x)
self.move_panel_and_controls_to_panel_opener()
return self
def panel_opener_on_mouse_drag(self, mob, event_data: dict[str, np.ndarray]) -> bool:
point = event_data["point"]
self.panel_opener.match_y(Dot(point))
self.move_panel_and_controls_to_panel_opener()
return False
def panel_on_mouse_scroll(self, mob, event_data: dict[str, np.ndarray]) -> bool:
offset = event_data["offset"]
factor = 10 * offset[1]
self.controls.set_y(self.controls.get_y() + factor)
return False
|
manim_3b1b/manimlib/mobject/changing.py
|
from __future__ import annotations
import numpy as np
from manimlib.constants import BLUE_B, BLUE_D, BLUE_E, GREY_BROWN, WHITE
from manimlib.mobject.mobject import Mobject
from manimlib.mobject.types.vectorized_mobject import VGroup
from manimlib.mobject.types.vectorized_mobject import VMobject
from manimlib.utils.rate_functions import smooth
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Callable, List, Iterable
from manimlib.typing import ManimColor, Vect3, Self
class AnimatedBoundary(VGroup):
def __init__(
self,
vmobject: VMobject,
colors: List[ManimColor] = [BLUE_D, BLUE_B, BLUE_E, GREY_BROWN],
max_stroke_width: float = 3.0,
cycle_rate: float = 0.5,
back_and_forth: bool = True,
draw_rate_func: Callable[[float], float] = smooth,
fade_rate_func: Callable[[float], float] = smooth,
**kwargs
):
super().__init__(**kwargs)
self.vmobject: VMobject = vmobject
self.colors = colors
self.max_stroke_width = max_stroke_width
self.cycle_rate = cycle_rate
self.back_and_forth = back_and_forth
self.draw_rate_func = draw_rate_func
self.fade_rate_func = fade_rate_func
self.boundary_copies: list[VMobject] = [
vmobject.copy().set_style(
stroke_width=0,
fill_opacity=0
)
for x in range(2)
]
self.add(*self.boundary_copies)
self.total_time: float = 0
self.add_updater(
lambda m, dt: self.update_boundary_copies(dt)
)
def update_boundary_copies(self, dt: float) -> Self:
# Not actual time, but something which passes at
# an altered rate to make the implementation below
# cleaner
time = self.total_time * self.cycle_rate
growing, fading = self.boundary_copies
colors = self.colors
msw = self.max_stroke_width
vmobject = self.vmobject
index = int(time % len(colors))
alpha = time % 1
draw_alpha = self.draw_rate_func(alpha)
fade_alpha = self.fade_rate_func(alpha)
if self.back_and_forth and int(time) % 2 == 1:
bounds = (1 - draw_alpha, 1)
else:
bounds = (0, draw_alpha)
self.full_family_become_partial(growing, vmobject, *bounds)
growing.set_stroke(colors[index], width=msw)
if time >= 1:
self.full_family_become_partial(fading, vmobject, 0, 1)
fading.set_stroke(
color=colors[index - 1],
width=(1 - fade_alpha) * msw
)
self.total_time += dt
return self
def full_family_become_partial(
self,
mob1: VMobject,
mob2: VMobject,
a: float,
b: float
) -> Self:
family1 = mob1.family_members_with_points()
family2 = mob2.family_members_with_points()
for sm1, sm2 in zip(family1, family2):
sm1.pointwise_become_partial(sm2, a, b)
return self
class TracedPath(VMobject):
def __init__(
self,
traced_point_func: Callable[[], Vect3],
time_traced: float = np.inf,
time_per_anchor: float = 1.0 / 15,
stroke_width: float | Iterable[float] = 2.0,
stroke_color: ManimColor = WHITE,
fill_opacity: float = 0.0,
**kwargs
):
super().__init__(
stroke_width=stroke_width,
stroke_color=stroke_color,
fill_opacity=fill_opacity,
**kwargs
)
self.traced_point_func = traced_point_func
self.time_traced = time_traced
self.time_per_anchor = time_per_anchor
self.time: float = 0
self.traced_points: list[np.ndarray] = []
self.add_updater(lambda m, dt: m.update_path(dt))
def update_path(self, dt: float) -> Self:
if dt == 0:
return self
point = self.traced_point_func().copy()
self.traced_points.append(point)
if self.time_traced < np.inf:
n_relevant_points = int(self.time_traced / dt + 0.5)
n_tps = len(self.traced_points)
if n_tps < n_relevant_points:
points = self.traced_points + [point] * (n_relevant_points - n_tps)
else:
points = self.traced_points[n_tps - n_relevant_points:]
# Every now and then refresh the list
if n_tps > 10 * n_relevant_points:
self.traced_points = self.traced_points[-n_relevant_points:]
else:
points = self.traced_points
if points:
self.set_points_smoothly(points)
self.time += dt
return self
class TracingTail(TracedPath):
def __init__(
self,
mobject_or_func: Mobject | Callable[[], np.ndarray],
time_traced: float = 1.0,
stroke_width: float | Iterable[float] = (0, 3),
stroke_opacity: float | Iterable[float] = (0, 1),
stroke_color: ManimColor = WHITE,
**kwargs
):
if isinstance(mobject_or_func, Mobject):
func = mobject_or_func.get_center
else:
func = mobject_or_func
super().__init__(
func,
time_traced=time_traced,
stroke_width=stroke_width,
stroke_opacity=stroke_opacity,
stroke_color=stroke_color,
**kwargs
)
|
manim_3b1b/manimlib/mobject/number_line.py
|
from __future__ import annotations
import numpy as np
from manimlib.constants import DOWN, LEFT, RIGHT, UP
from manimlib.constants import GREY_B
from manimlib.constants import MED_SMALL_BUFF
from manimlib.mobject.geometry import Line
from manimlib.mobject.numbers import DecimalNumber
from manimlib.mobject.types.vectorized_mobject import VGroup
from manimlib.utils.bezier import interpolate
from manimlib.utils.bezier import outer_interpolate
from manimlib.utils.dict_ops import merge_dicts_recursively
from manimlib.utils.simple_functions import fdiv
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Iterable
from manimlib.typing import ManimColor, Vect3, Vect3Array, VectN, RangeSpecifier
class NumberLine(Line):
def __init__(
self,
x_range: RangeSpecifier = (-8, 8, 1),
color: ManimColor = GREY_B,
stroke_width: float = 2.0,
# How big is one one unit of this number line in terms of absolute spacial distance
unit_size: float = 1.0,
width: float | None = None,
include_ticks: bool = True,
tick_size: float = 0.1,
longer_tick_multiple: float = 1.5,
tick_offset: float = 0.0,
# Change name
numbers_with_elongated_ticks: list[float] = [],
include_numbers: bool = False,
line_to_number_direction: Vect3 = DOWN,
line_to_number_buff: float = MED_SMALL_BUFF,
include_tip: bool = False,
tip_config: dict = dict(
width=0.25,
length=0.25,
),
decimal_number_config: dict = dict(
num_decimal_places=0,
font_size=36,
),
numbers_to_exclude: list | None = None,
**kwargs,
):
self.x_range = x_range
self.tick_size = tick_size
self.longer_tick_multiple = longer_tick_multiple
self.tick_offset = tick_offset
self.numbers_with_elongated_ticks = list(numbers_with_elongated_ticks)
self.line_to_number_direction = line_to_number_direction
self.line_to_number_buff = line_to_number_buff
self.include_tip = include_tip
self.tip_config = dict(tip_config)
self.decimal_number_config = dict(decimal_number_config)
self.numbers_to_exclude = numbers_to_exclude
self.x_min, self.x_max = x_range[:2]
self.x_step = 1 if len(x_range) == 2 else x_range[2]
super().__init__(
self.x_min * RIGHT, self.x_max * RIGHT,
color=color,
stroke_width=stroke_width,
**kwargs
)
if width:
self.set_width(width)
else:
self.scale(unit_size)
self.center()
if include_tip:
self.add_tip()
self.tip.set_stroke(
self.stroke_color,
self.stroke_width,
)
if include_ticks:
self.add_ticks()
if include_numbers:
self.add_numbers(excluding=self.numbers_to_exclude)
def get_tick_range(self) -> np.ndarray:
if self.include_tip:
x_max = self.x_max
else:
x_max = self.x_max + self.x_step
result = np.arange(self.x_min, x_max, self.x_step)
return result[result <= self.x_max]
def add_ticks(self) -> None:
ticks = VGroup()
for x in self.get_tick_range():
size = self.tick_size
if np.isclose(self.numbers_with_elongated_ticks, x).any():
size *= self.longer_tick_multiple
ticks.add(self.get_tick(x, size))
self.add(ticks)
self.ticks = ticks
def get_tick(self, x: float, size: float | None = None) -> Line:
if size is None:
size = self.tick_size
result = Line(size * DOWN, size * UP)
result.rotate(self.get_angle())
result.move_to(self.number_to_point(x))
result.match_style(self)
return result
def get_tick_marks(self) -> VGroup:
return self.ticks
def number_to_point(self, number: float | VectN) -> Vect3 | Vect3Array:
start = self.get_points()[0]
end = self.get_points()[-1]
alpha = (number - self.x_min) / (self.x_max - self.x_min)
return outer_interpolate(start, end, alpha)
def point_to_number(self, point: Vect3 | Vect3Array) -> float | VectN:
start = self.get_points()[0]
end = self.get_points()[-1]
vect = end - start
proportion = fdiv(
np.dot(point - start, vect),
np.dot(end - start, vect),
)
return interpolate(self.x_min, self.x_max, proportion)
def n2p(self, number: float | VectN) -> Vect3 | Vect3Array:
"""Abbreviation for number_to_point"""
return self.number_to_point(number)
def p2n(self, point: Vect3 | Vect3Array) -> float | VectN:
"""Abbreviation for point_to_number"""
return self.point_to_number(point)
def get_unit_size(self) -> float:
return self.get_length() / (self.x_max - self.x_min)
def get_number_mobject(
self,
x: float,
direction: Vect3 | None = None,
buff: float | None = None,
unit: float = 1.0,
unit_tex: str = "",
**number_config
) -> DecimalNumber:
number_config = merge_dicts_recursively(
self.decimal_number_config, number_config,
)
if direction is None:
direction = self.line_to_number_direction
if buff is None:
buff = self.line_to_number_buff
if unit_tex:
number_config["unit"] = unit_tex
num_mob = DecimalNumber(x / unit, **number_config)
num_mob.next_to(
self.number_to_point(x),
direction=direction,
buff=buff
)
if x < 0 and direction[0] == 0:
# Align without the minus sign
num_mob.shift(num_mob[0].get_width() * LEFT / 2)
if x == unit and unit_tex:
center = num_mob.get_center()
num_mob.remove(num_mob[0])
num_mob.move_to(center)
return num_mob
def add_numbers(
self,
x_values: Iterable[float] | None = None,
excluding: Iterable[float] | None = None,
font_size: int = 24,
**kwargs
) -> VGroup:
if x_values is None:
x_values = self.get_tick_range()
kwargs["font_size"] = font_size
if excluding is None:
excluding = self.numbers_to_exclude
numbers = VGroup()
for x in x_values:
if excluding is not None and x in excluding:
continue
numbers.add(self.get_number_mobject(x, **kwargs))
self.add(numbers)
self.numbers = numbers
return numbers
class UnitInterval(NumberLine):
def __init__(
self,
x_range: RangeSpecifier = (0, 1, 0.1),
unit_size: float = 10,
numbers_with_elongated_ticks: list[float] = [0, 1],
decimal_number_config: dict = dict(
num_decimal_places=1,
)
):
super().__init__(
x_range=x_range,
unit_size=unit_size,
numbers_with_elongated_ticks=numbers_with_elongated_ticks,
decimal_number_config=decimal_number_config,
)
|
manim_3b1b/manimlib/mobject/frame.py
|
from __future__ import annotations
from manimlib.constants import BLACK, GREY_E
from manimlib.constants import FRAME_HEIGHT
from manimlib.mobject.geometry import Rectangle
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from manimlib.typing import ManimColor
class ScreenRectangle(Rectangle):
def __init__(
self,
aspect_ratio: float = 16.0 / 9.0,
height: float = 4,
**kwargs
):
super().__init__(
width=aspect_ratio * height,
height=height,
**kwargs
)
class FullScreenRectangle(ScreenRectangle):
def __init__(
self,
height: float = FRAME_HEIGHT,
fill_color: ManimColor = GREY_E,
fill_opacity: float = 1,
stroke_width: float = 0,
**kwargs,
):
super().__init__(
height=height,
fill_color=fill_color,
fill_opacity=fill_opacity,
stroke_width=stroke_width,
)
class FullScreenFadeRectangle(FullScreenRectangle):
def __init__(
self,
stroke_width: float = 0.0,
fill_color: ManimColor = BLACK,
fill_opacity: float = 0.7,
**kwargs,
):
super().__init__(
stroke_width=stroke_width,
fill_color=fill_color,
fill_opacity=fill_opacity,
)
|
manim_3b1b/manimlib/mobject/functions.py
|
from __future__ import annotations
from isosurfaces import plot_isoline
import numpy as np
from manimlib.constants import FRAME_X_RADIUS, FRAME_Y_RADIUS
from manimlib.constants import YELLOW
from manimlib.mobject.types.vectorized_mobject import VMobject
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Callable, Sequence, Tuple
from manimlib.typing import ManimColor, Vect3
class ParametricCurve(VMobject):
def __init__(
self,
t_func: Callable[[float], Sequence[float] | Vect3],
t_range: Tuple[float, float, float] = (0, 1, 0.1),
epsilon: float = 1e-8,
# TODO, automatically figure out discontinuities
discontinuities: Sequence[float] = [],
use_smoothing: bool = True,
**kwargs
):
self.t_func = t_func
self.t_range = t_range
self.epsilon = epsilon
self.discontinuities = discontinuities
self.use_smoothing = use_smoothing
super().__init__(**kwargs)
def get_point_from_function(self, t: float) -> Vect3:
return np.array(self.t_func(t))
def init_points(self):
t_min, t_max, step = self.t_range
jumps = np.array(self.discontinuities)
jumps = jumps[(jumps > t_min) & (jumps < t_max)]
boundary_times = [t_min, t_max, *(jumps - self.epsilon), *(jumps + self.epsilon)]
boundary_times.sort()
for t1, t2 in zip(boundary_times[0::2], boundary_times[1::2]):
t_range = [*np.arange(t1, t2, step), t2]
points = np.array([self.t_func(t) for t in t_range])
self.start_new_path(points[0])
self.add_points_as_corners(points[1:])
if self.use_smoothing:
self.make_smooth(approx=True)
if not self.has_points():
self.set_points(np.array([self.t_func(t_min)]))
return self
def get_t_func(self):
return self.t_func
def get_function(self):
if hasattr(self, "underlying_function"):
return self.underlying_function
if hasattr(self, "function"):
return self.function
def get_x_range(self):
if hasattr(self, "x_range"):
return self.x_range
class FunctionGraph(ParametricCurve):
def __init__(
self,
function: Callable[[float], float],
x_range: Tuple[float, float, float] = (-8, 8, 0.25),
color: ManimColor = YELLOW,
**kwargs
):
self.function = function
self.x_range = x_range
def parametric_function(t):
return [t, function(t), 0]
super().__init__(parametric_function, self.x_range, **kwargs)
class ImplicitFunction(VMobject):
def __init__(
self,
func: Callable[[float, float], float],
x_range: Tuple[float, float] = (-FRAME_X_RADIUS, FRAME_X_RADIUS),
y_range: Tuple[float, float] = (-FRAME_Y_RADIUS, FRAME_Y_RADIUS),
min_depth: int = 5,
max_quads: int = 1500,
use_smoothing: bool = False,
joint_type: str = 'no_joint',
**kwargs
):
super().__init__(joint_type=joint_type, **kwargs)
p_min, p_max = (
np.array([x_range[0], y_range[0]]),
np.array([x_range[1], y_range[1]]),
)
curves = plot_isoline(
fn=lambda u: func(u[0], u[1]),
pmin=p_min,
pmax=p_max,
min_depth=min_depth,
max_quads=max_quads,
) # returns a list of lists of 2D points
curves = [
np.pad(curve, [(0, 0), (0, 1)])
for curve in curves
if curve != []
] # add z coord as 0
for curve in curves:
self.start_new_path(curve[0])
self.add_points_as_corners(curve[1:])
if use_smoothing:
self.make_smooth()
|
manim_3b1b/manimlib/mobject/numbers.py
|
from __future__ import annotations
import numpy as np
from manimlib.constants import DOWN, LEFT, RIGHT, UP
from manimlib.constants import WHITE
from manimlib.mobject.svg.tex_mobject import Tex
from manimlib.mobject.svg.text_mobject import Text
from manimlib.mobject.types.vectorized_mobject import VMobject
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import TypeVar
from manimlib.typing import ManimColor, Vect3, Self
T = TypeVar("T", bound=VMobject)
class DecimalNumber(VMobject):
def __init__(
self,
number: float | complex = 0,
color: ManimColor = WHITE,
stroke_width: float = 0,
fill_opacity: float = 1.0,
num_decimal_places: int = 2,
include_sign: bool = False,
group_with_commas: bool = True,
digit_buff_per_font_unit: float = 0.001,
show_ellipsis: bool = False,
unit: str | None = None, # Aligned to bottom unless it starts with "^"
include_background_rectangle: bool = False,
edge_to_fix: Vect3 = LEFT,
font_size: float = 48,
text_config: dict = dict(), # Do not pass in font_size here
**kwargs
):
self.num_decimal_places = num_decimal_places
self.include_sign = include_sign
self.group_with_commas = group_with_commas
self.digit_buff_per_font_unit = digit_buff_per_font_unit
self.show_ellipsis = show_ellipsis
self.unit = unit
self.include_background_rectangle = include_background_rectangle
self.edge_to_fix = edge_to_fix
self.font_size = font_size
self.text_config = dict(text_config)
self.char_to_mob_map = dict()
super().__init__(
color=color,
stroke_width=stroke_width,
fill_opacity=fill_opacity,
**kwargs
)
self.set_submobjects_from_number(number)
self.init_colors()
def set_submobjects_from_number(self, number: float | complex) -> None:
self.number = number
self.set_submobjects([])
self.text_config["font_size"] = self.get_font_size()
num_string = self.num_string = self.get_num_string(number)
self.add(*map(self.char_to_mob, num_string))
# Add non-numerical bits
if self.show_ellipsis:
dots = self.char_to_mob("...")
dots.arrange(RIGHT, buff=2 * dots[0].get_width())
self.add(dots)
if self.unit is not None:
self.unit_sign = Tex(self.unit, font_size=self.get_font_size())
self.add(self.unit_sign)
self.arrange(
buff=self.digit_buff_per_font_unit * self.get_font_size(),
aligned_edge=DOWN
)
# Handle alignment of parts that should be aligned
# to the bottom
for i, c in enumerate(num_string):
if c == "–" and len(num_string) > i + 1:
self[i].align_to(self[i + 1], UP)
self[i].shift(self[i + 1].get_height() * DOWN / 2)
elif c == ",":
self[i].shift(self[i].get_height() * DOWN / 2)
if self.unit and self.unit.startswith("^"):
self.unit_sign.align_to(self, UP)
if self.include_background_rectangle:
self.add_background_rectangle()
def get_num_string(self, number: float | complex) -> str:
if isinstance(number, complex):
formatter = self.get_complex_formatter()
else:
formatter = self.get_formatter()
if self.num_decimal_places == 0 and isinstance(number, float):
number = int(number)
num_string = formatter.format(number)
rounded_num = np.round(number, self.num_decimal_places)
if num_string.startswith("-") and rounded_num == 0:
if self.include_sign:
num_string = "+" + num_string[1:]
else:
num_string = num_string[1:]
num_string = num_string.replace("-", "–")
return num_string
def char_to_mob(self, char: str) -> Tex | Text:
if char not in self.char_to_mob_map:
self.char_to_mob_map[char] = Text(char, **self.text_config)
result = self.char_to_mob_map[char].copy()
result.scale(self.get_font_size() / result.font_size)
return result
def init_uniforms(self) -> None:
super().init_uniforms()
self.uniforms["font_size"] = self.font_size
def get_font_size(self) -> float:
return float(self.uniforms["font_size"])
def get_formatter(self, **kwargs) -> str:
"""
Configuration is based first off instance attributes,
but overwritten by any kew word argument. Relevant
key words:
- include_sign
- group_with_commas
- num_decimal_places
- field_name (e.g. 0 or 0.real)
"""
config = dict([
(attr, getattr(self, attr))
for attr in [
"include_sign",
"group_with_commas",
"num_decimal_places",
]
])
config.update(kwargs)
ndp = config["num_decimal_places"]
return "".join([
"{",
config.get("field_name", ""),
":",
"+" if config["include_sign"] else "",
"," if config["group_with_commas"] else "",
f".{ndp}f" if ndp > 0 else "d",
"}",
])
def get_complex_formatter(self, **kwargs) -> str:
return "".join([
self.get_formatter(field_name="0.real"),
self.get_formatter(field_name="0.imag", include_sign=True),
"i"
])
def get_tex(self):
return self.num_string
def set_value(self, number: float | complex) -> Self:
move_to_point = self.get_edge_center(self.edge_to_fix)
style = self.family_members_with_points()[0].get_style()
self.set_submobjects_from_number(number)
self.move_to(move_to_point, self.edge_to_fix)
self.set_style(**style)
self.fix_in_frame(self._is_fixed_in_frame)
return self
def _handle_scale_side_effects(self, scale_factor: float) -> Self:
self.uniforms["font_size"] = scale_factor * self.uniforms["font_size"]
return self
def get_value(self) -> float | complex:
return self.number
def increment_value(self, delta_t: float | complex = 1) -> Self:
self.set_value(self.get_value() + delta_t)
return self
class Integer(DecimalNumber):
def __init__(
self,
number: int = 0,
num_decimal_places: int = 0,
**kwargs,
):
super().__init__(number, num_decimal_places=num_decimal_places, **kwargs)
def get_value(self) -> int:
return int(np.round(super().get_value()))
|
manim_3b1b/manimlib/mobject/probability.py
|
from __future__ import annotations
import numpy as np
from manimlib.constants import BLUE, BLUE_E, GREEN_E, GREY_B, GREY_D, MAROON_B, YELLOW
from manimlib.constants import DOWN, LEFT, RIGHT, UP
from manimlib.constants import MED_LARGE_BUFF, MED_SMALL_BUFF, SMALL_BUFF
from manimlib.mobject.geometry import Line
from manimlib.mobject.geometry import Rectangle
from manimlib.mobject.mobject import Mobject
from manimlib.mobject.svg.brace import Brace
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.utils.color import color_gradient
from manimlib.utils.iterables import listify
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Iterable
from manimlib.typing import ManimColor
EPSILON = 0.0001
class SampleSpace(Rectangle):
def __init__(
self,
width: float = 3,
height: float = 3,
fill_color: ManimColor = GREY_D,
fill_opacity: float = 1,
stroke_width: float = 0.5,
stroke_color: ManimColor = GREY_B,
default_label_scale_val: float = 1,
**kwargs,
):
super().__init__(
width, height,
fill_color=fill_color,
fill_opacity=fill_opacity,
stroke_width=stroke_width,
stroke_color=stroke_color,
)
self.default_label_scale_val = default_label_scale_val
def add_title(
self,
title: str = "Sample space",
buff: float = MED_SMALL_BUFF
) -> None:
# TODO, should this really exist in SampleSpaceScene
title_mob = TexText(title)
if title_mob.get_width() > self.get_width():
title_mob.set_width(self.get_width())
title_mob.next_to(self, UP, buff=buff)
self.title = title_mob
self.add(title_mob)
def add_label(self, label: str) -> None:
self.label = label
def complete_p_list(self, p_list: list[float]) -> list[float]:
new_p_list = listify(p_list)
remainder = 1.0 - sum(new_p_list)
if abs(remainder) > EPSILON:
new_p_list.append(remainder)
return new_p_list
def get_division_along_dimension(
self,
p_list: list[float],
dim: int,
colors: Iterable[ManimColor],
vect: np.ndarray
) -> VGroup:
p_list = self.complete_p_list(p_list)
colors = color_gradient(colors, len(p_list))
last_point = self.get_edge_center(-vect)
parts = VGroup()
for factor, color in zip(p_list, colors):
part = SampleSpace()
part.set_fill(color, 1)
part.replace(self, stretch=True)
part.stretch(factor, dim)
part.move_to(last_point, -vect)
last_point = part.get_edge_center(vect)
parts.add(part)
return parts
def get_horizontal_division(
self,
p_list: list[float],
colors: Iterable[ManimColor] = [GREEN_E, BLUE_E],
vect: np.ndarray = DOWN
) -> VGroup:
return self.get_division_along_dimension(p_list, 1, colors, vect)
def get_vertical_division(
self,
p_list: list[float],
colors: Iterable[ManimColor] = [MAROON_B, YELLOW],
vect: np.ndarray = RIGHT
) -> VGroup:
return self.get_division_along_dimension(p_list, 0, colors, vect)
def divide_horizontally(self, *args, **kwargs) -> None:
self.horizontal_parts = self.get_horizontal_division(*args, **kwargs)
self.add(self.horizontal_parts)
def divide_vertically(self, *args, **kwargs) -> None:
self.vertical_parts = self.get_vertical_division(*args, **kwargs)
self.add(self.vertical_parts)
def get_subdivision_braces_and_labels(
self,
parts: VGroup,
labels: str,
direction: np.ndarray,
buff: float = SMALL_BUFF,
) -> VGroup:
label_mobs = VGroup()
braces = VGroup()
for label, part in zip(labels, parts):
brace = Brace(
part, direction,
buff=buff
)
if isinstance(label, Mobject):
label_mob = label
else:
label_mob = Tex(label)
label_mob.scale(self.default_label_scale_val)
label_mob.next_to(brace, direction, buff)
braces.add(brace)
label_mobs.add(label_mob)
parts.braces = braces
parts.labels = label_mobs
parts.label_kwargs = {
"labels": label_mobs.copy(),
"direction": direction,
"buff": buff,
}
return VGroup(parts.braces, parts.labels)
def get_side_braces_and_labels(
self,
labels: str,
direction: np.ndarray = LEFT,
**kwargs
) -> VGroup:
assert(hasattr(self, "horizontal_parts"))
parts = self.horizontal_parts
return self.get_subdivision_braces_and_labels(parts, labels, direction, **kwargs)
def get_top_braces_and_labels(
self,
labels: str,
**kwargs
) -> VGroup:
assert(hasattr(self, "vertical_parts"))
parts = self.vertical_parts
return self.get_subdivision_braces_and_labels(parts, labels, UP, **kwargs)
def get_bottom_braces_and_labels(
self,
labels: str,
**kwargs
) -> VGroup:
assert(hasattr(self, "vertical_parts"))
parts = self.vertical_parts
return self.get_subdivision_braces_and_labels(parts, labels, DOWN, **kwargs)
def add_braces_and_labels(self) -> None:
for attr in "horizontal_parts", "vertical_parts":
if not hasattr(self, attr):
continue
parts = getattr(self, attr)
for subattr in "braces", "labels":
if hasattr(parts, subattr):
self.add(getattr(parts, subattr))
def __getitem__(self, index: int | slice) -> VGroup:
if hasattr(self, "horizontal_parts"):
return self.horizontal_parts[index]
elif hasattr(self, "vertical_parts"):
return self.vertical_parts[index]
return self.split()[index]
class BarChart(VGroup):
def __init__(
self,
values: Iterable[float],
height: float = 4,
width: float = 6,
n_ticks: int = 4,
include_x_ticks: bool = False,
tick_width: float = 0.2,
tick_height: float = 0.15,
label_y_axis: bool = True,
y_axis_label_height: float = 0.25,
max_value: float = 1,
bar_colors: list[ManimColor] = [BLUE, YELLOW],
bar_fill_opacity: float = 0.8,
bar_stroke_width: float = 3,
bar_names: list[str] = [],
bar_label_scale_val: float = 0.75,
**kwargs
):
super().__init__(**kwargs)
self.height = height
self.width = width
self.n_ticks = n_ticks
self.include_x_ticks = include_x_ticks
self.tick_width = tick_width
self.tick_height = tick_height
self.label_y_axis = label_y_axis
self.y_axis_label_height = y_axis_label_height
self.max_value = max_value
self.bar_colors = bar_colors
self.bar_fill_opacity = bar_fill_opacity
self.bar_stroke_width = bar_stroke_width
self.bar_names = bar_names
self.bar_label_scale_val = bar_label_scale_val
if self.max_value is None:
self.max_value = max(values)
self.n_ticks_x = len(values)
self.add_axes()
self.add_bars(values)
self.center()
def add_axes(self) -> None:
x_axis = Line(self.tick_width * LEFT / 2, self.width * RIGHT)
y_axis = Line(MED_LARGE_BUFF * DOWN, self.height * UP)
y_ticks = VGroup()
heights = np.linspace(0, self.height, self.n_ticks + 1)
values = np.linspace(0, self.max_value, self.n_ticks + 1)
for y, value in zip(heights, values):
y_tick = Line(LEFT, RIGHT)
y_tick.set_width(self.tick_width)
y_tick.move_to(y * UP)
y_ticks.add(y_tick)
y_axis.add(y_ticks)
if self.include_x_ticks == True:
x_ticks = VGroup()
widths = np.linspace(0, self.width, self.n_ticks_x + 1)
label_values = np.linspace(0, len(self.bar_names), self.n_ticks_x + 1)
for x, value in zip(widths, label_values):
x_tick = Line(UP, DOWN)
x_tick.set_height(self.tick_height)
x_tick.move_to(x * RIGHT)
x_ticks.add(x_tick)
x_axis.add(x_ticks)
self.add(x_axis, y_axis)
self.x_axis, self.y_axis = x_axis, y_axis
if self.label_y_axis:
labels = VGroup()
for y_tick, value in zip(y_ticks, values):
label = Tex(str(np.round(value, 2)))
label.set_height(self.y_axis_label_height)
label.next_to(y_tick, LEFT, SMALL_BUFF)
labels.add(label)
self.y_axis_labels = labels
self.add(labels)
def add_bars(self, values: Iterable[float]) -> None:
buff = float(self.width) / (2 * len(values))
bars = VGroup()
for i, value in enumerate(values):
bar = Rectangle(
height=(value / self.max_value) * self.height,
width=buff,
stroke_width=self.bar_stroke_width,
fill_opacity=self.bar_fill_opacity,
)
bar.move_to((2 * i + 0.5) * buff * RIGHT, DOWN + LEFT * 5)
bars.add(bar)
bars.set_color_by_gradient(*self.bar_colors)
bar_labels = VGroup()
for bar, name in zip(bars, self.bar_names):
label = Tex(str(name))
label.scale(self.bar_label_scale_val)
label.next_to(bar, DOWN, SMALL_BUFF)
bar_labels.add(label)
self.add(bars, bar_labels)
self.bars = bars
self.bar_labels = bar_labels
def change_bar_values(self, values: Iterable[float]) -> None:
for bar, value in zip(self.bars, values):
bar_bottom = bar.get_bottom()
bar.stretch_to_fit_height(
(value / self.max_value) * self.height
)
bar.move_to(bar_bottom, DOWN)
|
manim_3b1b/manimlib/mobject/geometry.py
|
from __future__ import annotations
import math
import numbers
import numpy as np
from manimlib.constants import DL, DOWN, DR, LEFT, ORIGIN, OUT, RIGHT, UL, UP, UR
from manimlib.constants import GREY_A, RED, WHITE, BLACK
from manimlib.constants import MED_SMALL_BUFF, SMALL_BUFF
from manimlib.constants import DEGREES, PI, TAU
from manimlib.mobject.mobject import Mobject
from manimlib.mobject.types.vectorized_mobject import DashedVMobject
from manimlib.mobject.types.vectorized_mobject import VGroup
from manimlib.mobject.types.vectorized_mobject import VMobject
from manimlib.utils.bezier import bezier
from manimlib.utils.bezier import quadratic_bezier_points_for_arc
from manimlib.utils.bezier import partial_quadratic_bezier_points
from manimlib.utils.iterables import adjacent_n_tuples
from manimlib.utils.iterables import adjacent_pairs
from manimlib.utils.simple_functions import clip
from manimlib.utils.simple_functions import fdiv
from manimlib.utils.space_ops import angle_between_vectors
from manimlib.utils.space_ops import angle_of_vector
from manimlib.utils.space_ops import cross2d
from manimlib.utils.space_ops import compass_directions
from manimlib.utils.space_ops import find_intersection
from manimlib.utils.space_ops import get_norm
from manimlib.utils.space_ops import normalize
from manimlib.utils.space_ops import rotate_vector
from manimlib.utils.space_ops import rotation_matrix_transpose
from manimlib.utils.space_ops import rotation_about_z
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Iterable, Optional
from manimlib.typing import ManimColor, Vect3, Vect3Array, Self
DEFAULT_DOT_RADIUS = 0.08
DEFAULT_SMALL_DOT_RADIUS = 0.04
DEFAULT_DASH_LENGTH = 0.05
DEFAULT_ARROW_TIP_LENGTH = 0.35
DEFAULT_ARROW_TIP_WIDTH = 0.35
# Deprecate?
class TipableVMobject(VMobject):
"""
Meant for shared functionality between Arc and Line.
Functionality can be classified broadly into these groups:
* Adding, Creating, Modifying tips
- add_tip calls create_tip, before pushing the new tip
into the TipableVMobject's list of submobjects
- stylistic and positional configuration
* Checking for tips
- Boolean checks for whether the TipableVMobject has a tip
and a starting tip
* Getters
- Straightforward accessors, returning information pertaining
to the TipableVMobject instance's tip(s), its length etc
"""
tip_config: dict = dict(
fill_opacity=1.0,
stroke_width=0.0,
tip_style=0.0, # triangle=0, inner_smooth=1, dot=2
)
# Adding, Creating, Modifying tips
def add_tip(self, at_start: bool = False, **kwargs) -> Self:
"""
Adds a tip to the TipableVMobject instance, recognising
that the endpoints might need to be switched if it's
a 'starting tip' or not.
"""
tip = self.create_tip(at_start, **kwargs)
self.reset_endpoints_based_on_tip(tip, at_start)
self.asign_tip_attr(tip, at_start)
tip.set_color(self.get_stroke_color())
self.add(tip)
return self
def create_tip(self, at_start: bool = False, **kwargs) -> ArrowTip:
"""
Stylises the tip, positions it spacially, and returns
the newly instantiated tip to the caller.
"""
tip = self.get_unpositioned_tip(**kwargs)
self.position_tip(tip, at_start)
return tip
def get_unpositioned_tip(self, **kwargs) -> ArrowTip:
"""
Returns a tip that has been stylistically configured,
but has not yet been given a position in space.
"""
config = dict()
config.update(self.tip_config)
config.update(kwargs)
return ArrowTip(**config)
def position_tip(self, tip: ArrowTip, at_start: bool = False) -> ArrowTip:
# Last two control points, defining both
# the end, and the tangency direction
if at_start:
anchor = self.get_start()
handle = self.get_first_handle()
else:
handle = self.get_last_handle()
anchor = self.get_end()
tip.rotate(angle_of_vector(handle - anchor) - PI - tip.get_angle())
tip.shift(anchor - tip.get_tip_point())
return tip
def reset_endpoints_based_on_tip(self, tip: ArrowTip, at_start: bool) -> Self:
if self.get_length() == 0:
# Zero length, put_start_and_end_on wouldn't
# work
return self
if at_start:
start = tip.get_base()
end = self.get_end()
else:
start = self.get_start()
end = tip.get_base()
self.put_start_and_end_on(start, end)
return self
def asign_tip_attr(self, tip: ArrowTip, at_start: bool) -> Self:
if at_start:
self.start_tip = tip
else:
self.tip = tip
return self
# Checking for tips
def has_tip(self) -> bool:
return hasattr(self, "tip") and self.tip in self
def has_start_tip(self) -> bool:
return hasattr(self, "start_tip") and self.start_tip in self
# Getters
def pop_tips(self) -> VGroup:
start, end = self.get_start_and_end()
result = VGroup()
if self.has_tip():
result.add(self.tip)
self.remove(self.tip)
if self.has_start_tip():
result.add(self.start_tip)
self.remove(self.start_tip)
self.put_start_and_end_on(start, end)
return result
def get_tips(self) -> VGroup:
"""
Returns a VGroup (collection of VMobjects) containing
the TipableVMObject instance's tips.
"""
result = VGroup()
if hasattr(self, "tip"):
result.add(self.tip)
if hasattr(self, "start_tip"):
result.add(self.start_tip)
return result
def get_tip(self) -> ArrowTip:
"""Returns the TipableVMobject instance's (first) tip,
otherwise throws an exception."""
tips = self.get_tips()
if len(tips) == 0:
raise Exception("tip not found")
else:
return tips[0]
def get_default_tip_length(self) -> float:
return self.tip_length
def get_first_handle(self) -> Vect3:
return self.get_points()[1]
def get_last_handle(self) -> Vect3:
return self.get_points()[-2]
def get_end(self) -> Vect3:
if self.has_tip():
return self.tip.get_start()
else:
return VMobject.get_end(self)
def get_start(self) -> Vect3:
if self.has_start_tip():
return self.start_tip.get_start()
else:
return VMobject.get_start(self)
def get_length(self) -> float:
start, end = self.get_start_and_end()
return get_norm(start - end)
class Arc(TipableVMobject):
def __init__(
self,
start_angle: float = 0,
angle: float = TAU / 4,
radius: float = 1.0,
n_components: int = 8,
arc_center: Vect3 = ORIGIN,
**kwargs
):
super().__init__(**kwargs)
self.set_points(quadratic_bezier_points_for_arc(angle, n_components))
self.rotate(start_angle, about_point=ORIGIN)
self.scale(radius, about_point=ORIGIN)
self.shift(arc_center)
def get_arc_center(self) -> Vect3:
"""
Looks at the normals to the first two
anchors, and finds their intersection points
"""
# First two anchors and handles
a1, h, a2 = self.get_points()[:3]
# Tangent vectors
t1 = h - a1
t2 = h - a2
# Normals
n1 = rotate_vector(t1, TAU / 4)
n2 = rotate_vector(t2, TAU / 4)
return find_intersection(a1, n1, a2, n2)
def get_start_angle(self) -> float:
angle = angle_of_vector(self.get_start() - self.get_arc_center())
return angle % TAU
def get_stop_angle(self) -> float:
angle = angle_of_vector(self.get_end() - self.get_arc_center())
return angle % TAU
def move_arc_center_to(self, point: Vect3) -> Self:
self.shift(point - self.get_arc_center())
return self
class ArcBetweenPoints(Arc):
def __init__(
self,
start: Vect3,
end: Vect3,
angle: float = TAU / 4,
**kwargs
):
super().__init__(angle=angle, **kwargs)
if angle == 0:
self.set_points_as_corners([LEFT, RIGHT])
self.put_start_and_end_on(start, end)
class CurvedArrow(ArcBetweenPoints):
def __init__(
self,
start_point: Vect3,
end_point: Vect3,
**kwargs
):
super().__init__(start_point, end_point, **kwargs)
self.add_tip()
class CurvedDoubleArrow(CurvedArrow):
def __init__(
self,
start_point: Vect3,
end_point: Vect3,
**kwargs
):
super().__init__(start_point, end_point, **kwargs)
self.add_tip(at_start=True)
class Circle(Arc):
def __init__(
self,
start_angle: float = 0,
stroke_color: ManimColor = RED,
**kwargs
):
super().__init__(
start_angle, TAU,
stroke_color=stroke_color,
**kwargs
)
def surround(
self,
mobject: Mobject,
dim_to_match: int = 0,
stretch: bool = False,
buff: float = MED_SMALL_BUFF
) -> Self:
self.replace(mobject, dim_to_match, stretch)
self.stretch((self.get_width() + 2 * buff) / self.get_width(), 0)
self.stretch((self.get_height() + 2 * buff) / self.get_height(), 1)
return self
def point_at_angle(self, angle: float) -> Vect3:
start_angle = self.get_start_angle()
return self.point_from_proportion(
((angle - start_angle) % TAU) / TAU
)
def get_radius(self) -> float:
return get_norm(self.get_start() - self.get_center())
class Dot(Circle):
def __init__(
self,
point: Vect3 = ORIGIN,
radius: float = DEFAULT_DOT_RADIUS,
stroke_color: ManimColor = BLACK,
stroke_width: float = 0.0,
fill_opacity: float = 1.0,
fill_color: ManimColor = WHITE,
**kwargs
):
super().__init__(
arc_center=point,
radius=radius,
stroke_color=stroke_color,
stroke_width=stroke_width,
fill_opacity=fill_opacity,
fill_color=fill_color,
**kwargs
)
class SmallDot(Dot):
def __init__(
self,
point: Vect3 = ORIGIN,
radius: float = DEFAULT_SMALL_DOT_RADIUS,
**kwargs
):
super().__init__(point, radius=radius, **kwargs)
class Ellipse(Circle):
def __init__(
self,
width: float = 2.0,
height: float = 1.0,
**kwargs
):
super().__init__(**kwargs)
self.set_width(width, stretch=True)
self.set_height(height, stretch=True)
class AnnularSector(VMobject):
def __init__(
self,
angle: float = TAU / 4,
start_angle: float = 0.0,
inner_radius: float = 1.0,
outer_radius: float = 2.0,
arc_center: Vect3 = ORIGIN,
fill_color: ManimColor = GREY_A,
fill_opacity: float = 1.0,
stroke_width: float = 0.0,
**kwargs,
):
super().__init__(
fill_color=fill_color,
fill_opacity=fill_opacity,
stroke_width=stroke_width,
**kwargs,
)
# Initialize points
inner_arc, outer_arc = [
Arc(
start_angle=start_angle,
angle=angle,
radius=radius,
arc_center=arc_center,
)
for radius in (inner_radius, outer_radius)
]
self.set_points(inner_arc.get_points()[::-1]) # Reverse
self.add_line_to(outer_arc.get_points()[0])
self.add_subpath(outer_arc.get_points())
self.add_line_to(inner_arc.get_points()[-1])
class Sector(AnnularSector):
def __init__(
self,
angle: float = TAU / 4,
radius: float = 1.0,
**kwargs
):
super().__init__(
angle,
inner_radius=0,
outer_radius=radius,
**kwargs
)
class Annulus(VMobject):
def __init__(
self,
inner_radius: float = 1.0,
outer_radius: float = 2.0,
fill_opacity: float = 1.0,
stroke_width: float = 0.0,
fill_color: ManimColor = GREY_A,
center: Vect3 = ORIGIN,
**kwargs,
):
super().__init__(
fill_color=fill_color,
fill_opacity=fill_opacity,
stroke_width=stroke_width,
**kwargs,
)
self.radius = outer_radius
outer_path = outer_radius * quadratic_bezier_points_for_arc(TAU)
inner_path = inner_radius * quadratic_bezier_points_for_arc(-TAU)
self.add_subpath(outer_path)
self.add_subpath(inner_path)
self.shift(center)
class Line(TipableVMobject):
def __init__(
self,
start: Vect3 | Mobject = LEFT,
end: Vect3 | Mobject = RIGHT,
buff: float = 0.0,
path_arc: float = 0.0,
**kwargs
):
super().__init__(**kwargs)
self.path_arc = path_arc
self.buff = buff
self.set_start_and_end_attrs(start, end)
self.set_points_by_ends(self.start, self.end, buff, path_arc)
def set_points_by_ends(
self,
start: Vect3,
end: Vect3,
buff: float = 0,
path_arc: float = 0
) -> Self:
self.clear_points()
self.start_new_path(start)
self.add_arc_to(end, path_arc)
# Apply buffer
if buff > 0:
length = self.get_arc_length()
alpha = min(buff / length, 0.5)
self.pointwise_become_partial(self, alpha, 1 - alpha)
return self
def set_path_arc(self, new_value: float) -> Self:
self.path_arc = new_value
self.init_points()
return self
def set_start_and_end_attrs(self, start: Vect3 | Mobject, end: Vect3 | Mobject):
# If either start or end are Mobjects, this
# gives their centers
rough_start = self.pointify(start)
rough_end = self.pointify(end)
vect = normalize(rough_end - rough_start)
# Now that we know the direction between them,
# we can find the appropriate boundary point from
# start and end, if they're mobjects
self.start = self.pointify(start, vect)
self.end = self.pointify(end, -vect)
def pointify(
self,
mob_or_point: Mobject | Vect3,
direction: Vect3 | None = None
) -> Vect3:
"""
Take an argument passed into Line (or subclass) and turn
it into a 3d point.
"""
if isinstance(mob_or_point, Mobject):
mob = mob_or_point
if direction is None:
return mob.get_center()
else:
return mob.get_continuous_bounding_box_point(direction)
else:
point = mob_or_point
result = np.zeros(self.dim)
result[:len(point)] = point
return result
def put_start_and_end_on(self, start: Vect3, end: Vect3) -> Self:
curr_start, curr_end = self.get_start_and_end()
if np.isclose(curr_start, curr_end).all():
# Handle null lines more gracefully
self.set_points_by_ends(start, end, buff=0, path_arc=self.path_arc)
return self
return super().put_start_and_end_on(start, end)
def get_vector(self) -> Vect3:
return self.get_end() - self.get_start()
def get_unit_vector(self) -> Vect3:
return normalize(self.get_vector())
def get_angle(self) -> float:
return angle_of_vector(self.get_vector())
def get_projection(self, point: Vect3) -> Vect3:
"""
Return projection of a point onto the line
"""
unit_vect = self.get_unit_vector()
start = self.get_start()
return start + np.dot(point - start, unit_vect) * unit_vect
def get_slope(self) -> float:
return np.tan(self.get_angle())
def set_angle(self, angle: float, about_point: Optional[Vect3] = None) -> Self:
if about_point is None:
about_point = self.get_start()
self.rotate(
angle - self.get_angle(),
about_point=about_point,
)
return self
def set_length(self, length: float, **kwargs):
self.scale(length / self.get_length(), **kwargs)
return self
def get_arc_length(self) -> float:
arc_len = get_norm(self.get_vector())
if self.path_arc > 0:
arc_len *= self.path_arc / (2 * math.sin(self.path_arc / 2))
return arc_len
class DashedLine(Line):
def __init__(
self,
start: Vect3 = LEFT,
end: Vect3 = RIGHT,
dash_length: float = DEFAULT_DASH_LENGTH,
positive_space_ratio: float = 0.5,
**kwargs
):
super().__init__(start, end, **kwargs)
num_dashes = self.calculate_num_dashes(dash_length, positive_space_ratio)
dashes = DashedVMobject(
self,
num_dashes=num_dashes,
positive_space_ratio=positive_space_ratio
)
self.clear_points()
self.add(*dashes)
def calculate_num_dashes(self, dash_length: float, positive_space_ratio: float) -> int:
try:
full_length = dash_length / positive_space_ratio
return int(np.ceil(self.get_length() / full_length))
except ZeroDivisionError:
return 1
def get_start(self) -> Vect3:
if len(self.submobjects) > 0:
return self.submobjects[0].get_start()
else:
return Line.get_start(self)
def get_end(self) -> Vect3:
if len(self.submobjects) > 0:
return self.submobjects[-1].get_end()
else:
return Line.get_end(self)
def get_first_handle(self) -> Vect3:
return self.submobjects[0].get_points()[1]
def get_last_handle(self) -> Vect3:
return self.submobjects[-1].get_points()[-2]
class TangentLine(Line):
def __init__(
self,
vmob: VMobject,
alpha: float,
length: float = 2,
d_alpha: float = 1e-6,
**kwargs
):
a1 = clip(alpha - d_alpha, 0, 1)
a2 = clip(alpha + d_alpha, 0, 1)
super().__init__(vmob.pfp(a1), vmob.pfp(a2), **kwargs)
self.scale(length / self.get_length())
class Elbow(VMobject):
def __init__(
self,
width: float = 0.2,
angle: float = 0,
**kwargs
):
super().__init__(**kwargs)
self.set_points_as_corners([UP, UR, RIGHT])
self.set_width(width, about_point=ORIGIN)
self.rotate(angle, about_point=ORIGIN)
class Arrow(Line):
def __init__(
self,
start: Vect3 | Mobject,
end: Vect3 | Mobject,
stroke_color: ManimColor = GREY_A,
stroke_width: float = 5,
buff: float = 0.25,
tip_width_ratio: float = 5,
tip_len_to_width: float = 0.0075,
max_tip_length_to_length_ratio: float = 0.3,
max_width_to_length_ratio: float = 8.0,
**kwargs,
):
self.tip_width_ratio = tip_width_ratio
self.tip_len_to_width = tip_len_to_width
self.max_tip_length_to_length_ratio = max_tip_length_to_length_ratio
self.max_width_to_length_ratio = max_width_to_length_ratio
self.n_tip_points = 3
self.original_stroke_width = stroke_width
super().__init__(
start, end,
stroke_color=stroke_color,
stroke_width=stroke_width,
buff=buff,
**kwargs
)
def set_points_by_ends(
self,
start: Vect3,
end: Vect3,
buff: float = 0,
path_arc: float = 0
) -> Self:
super().set_points_by_ends(start, end, buff, path_arc)
self.insert_tip_anchor()
self.create_tip_with_stroke_width()
return self
def insert_tip_anchor(self) -> Self:
prev_end = self.get_end()
arc_len = self.get_arc_length()
tip_len = self.get_stroke_width() * self.tip_width_ratio * self.tip_len_to_width
if tip_len >= self.max_tip_length_to_length_ratio * arc_len or arc_len == 0:
alpha = self.max_tip_length_to_length_ratio
else:
alpha = tip_len / arc_len
if self.path_arc > 0 and self.buff > 0:
self.insert_n_curves(10) # Is this needed?
self.pointwise_become_partial(self, 0.0, 1.0 - alpha)
self.add_line_to(self.get_end())
self.add_line_to(prev_end)
self.n_tip_points = 3
return self
@Mobject.affects_data
def create_tip_with_stroke_width(self) -> Self:
if self.get_num_points() < 3:
return self
stroke_width = min(
self.original_stroke_width,
self.max_width_to_length_ratio * self.get_length(),
)
tip_width = self.tip_width_ratio * stroke_width
ntp = self.n_tip_points
self.data['stroke_width'][:-ntp] = self.data['stroke_width'][0]
self.data['stroke_width'][-ntp:, 0] = tip_width * np.linspace(1, 0, ntp)
return self
def reset_tip(self) -> Self:
self.set_points_by_ends(
self.get_start(), self.get_end(),
path_arc=self.path_arc
)
return self
def set_stroke(
self,
color: ManimColor | Iterable[ManimColor] | None = None,
width: float | Iterable[float] | None = None,
*args, **kwargs
) -> Self:
super().set_stroke(color=color, width=width, *args, **kwargs)
self.original_stroke_width = self.get_stroke_width()
if self.has_points():
self.reset_tip()
return self
def _handle_scale_side_effects(self, scale_factor: float) -> Self:
if scale_factor != 1.0:
self.reset_tip()
return self
class FillArrow(Line):
def __init__(
self,
start: Vect3 | Mobject = LEFT,
end: Vect3 | Mobject = LEFT,
fill_color: ManimColor = GREY_A,
fill_opacity: float = 1.0,
stroke_width: float = 0.0,
buff: float = MED_SMALL_BUFF,
thickness: float = 0.05,
tip_width_ratio: float = 5,
tip_angle: float = PI / 3,
max_tip_length_to_length_ratio: float = 0.5,
max_width_to_length_ratio: float = 0.1,
**kwargs,
):
self.thickness = thickness
self.tip_width_ratio = tip_width_ratio
self.tip_angle = tip_angle
self.max_tip_length_to_length_ratio = max_tip_length_to_length_ratio
self.max_width_to_length_ratio = max_width_to_length_ratio
super().__init__(
start, end,
fill_color=fill_color,
fill_opacity=fill_opacity,
stroke_width=stroke_width,
buff=buff,
**kwargs
)
def set_points_by_ends(
self,
start: Vect3,
end: Vect3,
buff: float = 0,
path_arc: float = 0
) -> Self:
# Find the right tip length and thickness
vect = end - start
length = max(get_norm(vect), 1e-8)
thickness = self.thickness
w_ratio = fdiv(self.max_width_to_length_ratio, fdiv(thickness, length))
if w_ratio < 1:
thickness *= w_ratio
tip_width = self.tip_width_ratio * thickness
tip_length = tip_width / (2 * np.tan(self.tip_angle / 2))
t_ratio = fdiv(self.max_tip_length_to_length_ratio, fdiv(tip_length, length))
if t_ratio < 1:
tip_length *= t_ratio
tip_width *= t_ratio
# Find points for the stem
if path_arc == 0:
points1 = (length - tip_length) * np.array([RIGHT, 0.5 * RIGHT, ORIGIN])
points1 += thickness * UP / 2
points2 = points1[::-1] + thickness * DOWN
else:
# Solve for radius so that the tip-to-tail length matches |end - start|
a = 2 * (1 - np.cos(path_arc))
b = -2 * tip_length * np.sin(path_arc)
c = tip_length**2 - length**2
R = (-b + np.sqrt(b**2 - 4 * a * c)) / (2 * a)
# Find arc points
points1 = quadratic_bezier_points_for_arc(path_arc)
points2 = np.array(points1[::-1])
points1 *= (R + thickness / 2)
points2 *= (R - thickness / 2)
if path_arc < 0:
tip_length *= -1
rot_T = rotation_matrix_transpose(PI / 2 - path_arc, OUT)
for points in points1, points2:
points[:] = np.dot(points, rot_T)
points += R * DOWN
self.set_points(points1)
# Tip
self.add_line_to(tip_width * UP / 2)
self.add_line_to(tip_length * LEFT)
self.tip_index = len(self.get_points()) - 1
self.add_line_to(tip_width * DOWN / 2)
self.add_line_to(points2[0])
# Close it out
self.add_subpath(points2)
self.add_line_to(points1[0])
if length > 0 and self.get_length() > 0:
# Final correction
super().scale(length / self.get_length())
self.rotate(angle_of_vector(vect) - self.get_angle())
self.rotate(
PI / 2 - np.arccos(normalize(vect)[2]),
axis=rotate_vector(self.get_unit_vector(), -PI / 2),
)
self.shift(start - self.get_start())
return self
def reset_points_around_ends(self) -> Self:
self.set_points_by_ends(
self.get_start().copy(),
self.get_end().copy(),
path_arc=self.path_arc
)
return self
def get_start(self) -> Vect3:
points = self.get_points()
return 0.5 * (points[0] + points[-3])
def get_end(self) -> Vect3:
return self.get_points()[self.tip_index]
def put_start_and_end_on(self, start: Vect3, end: Vect3) -> Self:
self.set_points_by_ends(start, end, buff=0, path_arc=self.path_arc)
return self
def scale(self, *args, **kwargs) -> Self:
super().scale(*args, **kwargs)
self.reset_points_around_ends()
return self
def set_thickness(self, thickness: float) -> Self:
self.thickness = thickness
self.reset_points_around_ends()
return self
def set_path_arc(self, path_arc: float) -> Self:
self.path_arc = path_arc
self.reset_points_around_ends()
return self
class Vector(Arrow):
def __init__(
self,
direction: Vect3 = RIGHT,
buff: float = 0.0,
**kwargs
):
if len(direction) == 2:
direction = np.hstack([direction, 0])
super().__init__(ORIGIN, direction, buff=buff, **kwargs)
class CubicBezier(VMobject):
def __init__(
self,
a0: Vect3,
h0: Vect3,
h1: Vect3,
a1: Vect3,
**kwargs
):
super().__init__(**kwargs)
self.add_cubic_bezier_curve(a0, h0, h1, a1)
class Polygon(VMobject):
def __init__(
self,
*vertices: Vect3,
**kwargs
):
super().__init__(**kwargs)
self.set_points_as_corners([*vertices, vertices[0]])
def get_vertices(self) -> Vect3Array:
return self.get_start_anchors()
def round_corners(self, radius: Optional[float] = None) -> Self:
if radius is None:
verts = self.get_vertices()
min_edge_length = min(
get_norm(v1 - v2)
for v1, v2 in zip(verts, verts[1:])
if not np.isclose(v1, v2).all()
)
radius = 0.25 * min_edge_length
vertices = self.get_vertices()
arcs = []
for v1, v2, v3 in adjacent_n_tuples(vertices, 3):
vect1 = normalize(v2 - v1)
vect2 = normalize(v3 - v2)
angle = angle_between_vectors(vect1, vect2)
# Distance between vertex and start of the arc
cut_off_length = radius * np.tan(angle / 2)
# Negative radius gives concave curves
sign = float(np.sign(radius * cross2d(vect1, vect2)))
arc = ArcBetweenPoints(
v2 - vect1 * cut_off_length,
v2 + vect2 * cut_off_length,
angle=sign * angle,
n_components=2,
)
arcs.append(arc)
self.clear_points()
# To ensure that we loop through starting with last
arcs = [arcs[-1], *arcs[:-1]]
for arc1, arc2 in adjacent_pairs(arcs):
self.add_subpath(arc1.get_points())
self.add_line_to(arc2.get_start())
return self
class Polyline(VMobject):
def __init__(
self,
*vertices: Vect3,
**kwargs
):
super().__init__(**kwargs)
self.set_points_as_corners(vertices)
class RegularPolygon(Polygon):
def __init__(
self,
n: int = 6,
radius: float = 1.0,
start_angle: float | None = None,
**kwargs
):
# Defaults to 0 for odd, 90 for even
if start_angle is None:
start_angle = (n % 2) * 90 * DEGREES
start_vect = rotate_vector(radius * RIGHT, start_angle)
vertices = compass_directions(n, start_vect)
super().__init__(*vertices, **kwargs)
class Triangle(RegularPolygon):
def __init__(self, **kwargs):
super().__init__(n=3, **kwargs)
class ArrowTip(Triangle):
def __init__(
self,
angle: float = 0,
width: float = DEFAULT_ARROW_TIP_WIDTH,
length: float = DEFAULT_ARROW_TIP_LENGTH,
fill_opacity: float = 1.0,
fill_color: ManimColor = WHITE,
stroke_width: float = 0.0,
tip_style: int = 0, # triangle=0, inner_smooth=1, dot=2
**kwargs
):
super().__init__(
start_angle=0,
fill_opacity=fill_opacity,
fill_color=fill_color,
stroke_width=stroke_width,
**kwargs
)
self.set_height(width)
self.set_width(length, stretch=True)
if tip_style == 1:
self.set_height(length * 0.9, stretch=True)
self.data["point"][4] += np.array([0.6 * length, 0, 0])
elif tip_style == 2:
h = length / 2
self.set_points(Dot().set_width(h).get_points())
self.rotate(angle)
def get_base(self) -> Vect3:
return self.point_from_proportion(0.5)
def get_tip_point(self) -> Vect3:
return self.get_points()[0]
def get_vector(self) -> Vect3:
return self.get_tip_point() - self.get_base()
def get_angle(self) -> float:
return angle_of_vector(self.get_vector())
def get_length(self) -> float:
return get_norm(self.get_vector())
class Rectangle(Polygon):
def __init__(
self,
width: float = 4.0,
height: float = 2.0,
**kwargs
):
super().__init__(UR, UL, DL, DR, **kwargs)
self.set_width(width, stretch=True)
self.set_height(height, stretch=True)
def surround(self, mobject, buff=SMALL_BUFF) -> Self:
target_shape = np.array(mobject.get_shape()) + 2 * buff
self.set_shape(*target_shape)
self.move_to(mobject)
return self
class Square(Rectangle):
def __init__(self, side_length: float = 2.0, **kwargs):
super().__init__(side_length, side_length, **kwargs)
class RoundedRectangle(Rectangle):
def __init__(
self,
width: float = 4.0,
height: float = 2.0,
corner_radius: float = 0.5,
**kwargs
):
super().__init__(width, height, **kwargs)
self.round_corners(corner_radius)
|
manim_3b1b/manimlib/mobject/boolean_ops.py
|
from __future__ import annotations
import numpy as np
import pathops
from manimlib.mobject.types.vectorized_mobject import VMobject
# Boolean operations between 2D mobjects
# Borrowed from from https://github.com/ManimCommunity/manim/
def _convert_vmobject_to_skia_path(vmobject: VMobject) -> pathops.Path:
path = pathops.Path()
subpaths = vmobject.get_subpaths_from_points(vmobject.get_all_points())
for subpath in subpaths:
quads = vmobject.get_bezier_tuples_from_points(subpath)
start = subpath[0]
path.moveTo(*start[:2])
for p0, p1, p2 in quads:
path.quadTo(*p1[:2], *p2[:2])
if vmobject.consider_points_equal(subpath[0], subpath[-1]):
path.close()
return path
def _convert_skia_path_to_vmobject(
path: pathops.Path,
vmobject: VMobject
) -> VMobject:
PathVerb = pathops.PathVerb
current_path_start = np.array([0.0, 0.0, 0.0])
for path_verb, points in path:
if path_verb == PathVerb.CLOSE:
vmobject.add_line_to(current_path_start)
else:
points = np.hstack((np.array(points), np.zeros((len(points), 1))))
if path_verb == PathVerb.MOVE:
for point in points:
current_path_start = point
vmobject.start_new_path(point)
elif path_verb == PathVerb.CUBIC:
vmobject.add_cubic_bezier_curve_to(*points)
elif path_verb == PathVerb.LINE:
vmobject.add_line_to(points[0])
elif path_verb == PathVerb.QUAD:
vmobject.add_quadratic_bezier_curve_to(*points)
else:
raise Exception(f"Unsupported: {path_verb}")
return vmobject.reverse_points()
class Union(VMobject):
def __init__(self, *vmobjects: VMobject, **kwargs):
if len(vmobjects) < 2:
raise ValueError("At least 2 mobjects needed for Union.")
super().__init__(**kwargs)
outpen = pathops.Path()
paths = [
_convert_vmobject_to_skia_path(vmobject)
for vmobject in vmobjects
]
pathops.union(paths, outpen.getPen())
_convert_skia_path_to_vmobject(outpen, self)
class Difference(VMobject):
def __init__(self, subject: VMobject, clip: VMobject, **kwargs):
super().__init__(**kwargs)
outpen = pathops.Path()
pathops.difference(
[_convert_vmobject_to_skia_path(subject)],
[_convert_vmobject_to_skia_path(clip)],
outpen.getPen(),
)
_convert_skia_path_to_vmobject(outpen, self)
class Intersection(VMobject):
def __init__(self, *vmobjects: VMobject, **kwargs):
if len(vmobjects) < 2:
raise ValueError("At least 2 mobjects needed for Intersection.")
super().__init__(**kwargs)
outpen = pathops.Path()
pathops.intersection(
[_convert_vmobject_to_skia_path(vmobjects[0])],
[_convert_vmobject_to_skia_path(vmobjects[1])],
outpen.getPen(),
)
new_outpen = outpen
for _i in range(2, len(vmobjects)):
new_outpen = pathops.Path()
pathops.intersection(
[outpen],
[_convert_vmobject_to_skia_path(vmobjects[_i])],
new_outpen.getPen(),
)
outpen = new_outpen
_convert_skia_path_to_vmobject(outpen, self)
class Exclusion(VMobject):
def __init__(self, *vmobjects: VMobject, **kwargs):
if len(vmobjects) < 2:
raise ValueError("At least 2 mobjects needed for Exclusion.")
super().__init__(**kwargs)
outpen = pathops.Path()
pathops.xor(
[_convert_vmobject_to_skia_path(vmobjects[0])],
[_convert_vmobject_to_skia_path(vmobjects[1])],
outpen.getPen(),
)
new_outpen = outpen
for _i in range(2, len(vmobjects)):
new_outpen = pathops.Path()
pathops.xor(
[outpen],
[_convert_vmobject_to_skia_path(vmobjects[_i])],
new_outpen.getPen(),
)
outpen = new_outpen
_convert_skia_path_to_vmobject(outpen, self)
|
manim_3b1b/manimlib/mobject/shape_matchers.py
|
from __future__ import annotations
from colour import Color
from manimlib.constants import BLACK, RED, YELLOW, WHITE
from manimlib.constants import DL, DOWN, DR, LEFT, RIGHT, UL, UR
from manimlib.constants import SMALL_BUFF
from manimlib.mobject.geometry import Line
from manimlib.mobject.geometry import Rectangle
from manimlib.mobject.types.vectorized_mobject import VGroup
from manimlib.mobject.types.vectorized_mobject import VMobject
from manimlib.utils.customization import get_customization
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Sequence
from manimlib.mobject.mobject import Mobject
from manimlib.typing import ManimColor, Self
class SurroundingRectangle(Rectangle):
def __init__(
self,
mobject: Mobject,
buff: float = SMALL_BUFF,
color: ManimColor = YELLOW,
**kwargs
):
super().__init__(color=color, **kwargs)
self.buff = buff
self.surround(mobject)
def surround(self, mobject, buff=None) -> Self:
self.mobject = mobject
self.buff = buff if buff is not None else self.buff
super().surround(mobject, self.buff)
return self
def set_buff(self, buff) -> Self:
self.buff = buff
self.surround(self.mobject)
return self
class BackgroundRectangle(SurroundingRectangle):
def __init__(
self,
mobject: Mobject,
color: ManimColor = None,
stroke_width: float = 0,
stroke_opacity: float = 0,
fill_opacity: float = 0.75,
buff: float = 0,
**kwargs
):
if color is None:
color = get_customization()['style']['background_color']
super().__init__(
mobject,
color=color,
stroke_width=stroke_width,
stroke_opacity=stroke_opacity,
fill_opacity=fill_opacity,
buff=buff,
**kwargs
)
self.original_fill_opacity = fill_opacity
def pointwise_become_partial(self, mobject: Mobject, a: float, b: float) -> Self:
self.set_fill(opacity=b * self.original_fill_opacity)
return self
def set_style(
self,
stroke_color: ManimColor | None = None,
stroke_width: float | None = None,
fill_color: ManimColor | None = None,
fill_opacity: float | None = None,
family: bool = True
) -> Self:
# Unchangeable style, except for fill_opacity
VMobject.set_style(
self,
stroke_color=BLACK,
stroke_width=0,
fill_color=BLACK,
fill_opacity=fill_opacity
)
return self
def get_fill_color(self) -> Color:
return Color(self.color)
class Cross(VGroup):
def __init__(
self,
mobject: Mobject,
stroke_color: ManimColor = RED,
stroke_width: float | Sequence[float] = [0, 6, 0],
**kwargs
):
super().__init__(
Line(UL, DR),
Line(UR, DL),
)
self.insert_n_curves(20)
self.replace(mobject, stretch=True)
self.set_stroke(stroke_color, width=stroke_width)
class Underline(Line):
def __init__(
self,
mobject: Mobject,
buff: float = SMALL_BUFF,
stroke_color=WHITE,
stroke_width: float | Sequence[float] = [0, 3, 3, 0],
stretch_factor=1.2,
**kwargs
):
super().__init__(
LEFT, RIGHT,
stroke_color=stroke_color,
stroke_width=stroke_width,
**kwargs
)
self.insert_n_curves(30)
self.set_stroke(stroke_color, stroke_width)
self.set_width(mobject.get_width() * stretch_factor)
self.next_to(mobject, DOWN, buff=buff)
|
manim_3b1b/manimlib/mobject/vector_field.py
|
from __future__ import annotations
import itertools as it
import numpy as np
from manimlib.constants import FRAME_HEIGHT, FRAME_WIDTH
from manimlib.constants import WHITE
from manimlib.animation.indication import VShowPassingFlash
from manimlib.mobject.geometry import Arrow
from manimlib.mobject.types.vectorized_mobject import VGroup
from manimlib.mobject.types.vectorized_mobject import VMobject
from manimlib.utils.bezier import interpolate
from manimlib.utils.bezier import inverse_interpolate
from manimlib.utils.color import get_colormap_list
from manimlib.utils.color import rgb_to_color
from manimlib.utils.dict_ops import merge_dicts_recursively
from manimlib.utils.rate_functions import linear
from manimlib.utils.simple_functions import sigmoid
from manimlib.utils.space_ops import get_norm
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Callable, Iterable, Sequence, TypeVar, Tuple
from manimlib.typing import ManimColor, Vect3, VectN, Vect3Array
from manimlib.mobject.coordinate_systems import CoordinateSystem
from manimlib.mobject.mobject import Mobject
T = TypeVar("T")
def get_vectorized_rgb_gradient_function(
min_value: T,
max_value: T,
color_map: str
) -> Callable[[VectN], Vect3Array]:
rgbs = np.array(get_colormap_list(color_map))
def func(values):
alphas = inverse_interpolate(
min_value, max_value, np.array(values)
)
alphas = np.clip(alphas, 0, 1)
scaled_alphas = alphas * (len(rgbs) - 1)
indices = scaled_alphas.astype(int)
next_indices = np.clip(indices + 1, 0, len(rgbs) - 1)
inter_alphas = scaled_alphas % 1
inter_alphas = inter_alphas.repeat(3).reshape((len(indices), 3))
result = interpolate(rgbs[indices], rgbs[next_indices], inter_alphas)
return result
return func
def get_rgb_gradient_function(
min_value: T,
max_value: T,
color_map: str
) -> Callable[[float], Vect3]:
vectorized_func = get_vectorized_rgb_gradient_function(min_value, max_value, color_map)
return lambda value: vectorized_func(np.array([value]))[0]
def move_along_vector_field(
mobject: Mobject,
func: Callable[[Vect3], Vect3]
) -> Mobject:
mobject.add_updater(
lambda m, dt: m.shift(
func(m.get_center()) * dt
)
)
return mobject
def move_submobjects_along_vector_field(
mobject: Mobject,
func: Callable[[Vect3], Vect3]
) -> Mobject:
def apply_nudge(mob, dt):
for submob in mob:
x, y = submob.get_center()[:2]
if abs(x) < FRAME_WIDTH and abs(y) < FRAME_HEIGHT:
submob.shift(func(submob.get_center()) * dt)
mobject.add_updater(apply_nudge)
return mobject
def move_points_along_vector_field(
mobject: Mobject,
func: Callable[[float, float], Iterable[float]],
coordinate_system: CoordinateSystem
) -> Mobject:
cs = coordinate_system
origin = cs.get_origin()
def apply_nudge(self, dt):
mobject.apply_function(
lambda p: p + (cs.c2p(*func(*cs.p2c(p))) - origin) * dt
)
mobject.add_updater(apply_nudge)
return mobject
def get_sample_points_from_coordinate_system(
coordinate_system: CoordinateSystem,
step_multiple: float
) -> it.product[tuple[Vect3, ...]]:
ranges = []
for range_args in coordinate_system.get_all_ranges():
_min, _max, step = range_args
step *= step_multiple
ranges.append(np.arange(_min, _max + step, step))
return it.product(*ranges)
# Mobjects
class VectorField(VGroup):
def __init__(
self,
func: Callable[[float, float], Sequence[float]],
coordinate_system: CoordinateSystem,
step_multiple: float = 0.5,
magnitude_range: Tuple[float, float] = (0, 2),
color_map: str = "3b1b_colormap",
# Takes in actual norm, spits out displayed norm
length_func: Callable[[float], float] = lambda norm: 0.45 * sigmoid(norm),
opacity: float = 1.0,
vector_config: dict = dict(),
**kwargs
):
super().__init__(**kwargs)
self.func = func
self.coordinate_system = coordinate_system
self.step_multiple = step_multiple
self.magnitude_range = magnitude_range
self.color_map = color_map
self.length_func = length_func
self.opacity = opacity
self.vector_config = dict(vector_config)
self.value_to_rgb = get_rgb_gradient_function(
*self.magnitude_range, self.color_map,
)
samples = get_sample_points_from_coordinate_system(
coordinate_system, self.step_multiple
)
self.add(*(
self.get_vector(coords)
for coords in samples
))
def get_vector(self, coords: Iterable[float], **kwargs) -> Arrow:
vector_config = merge_dicts_recursively(
self.vector_config,
kwargs
)
output = np.array(self.func(*coords))
norm = get_norm(output)
if norm > 0:
output *= self.length_func(norm) / norm
origin = self.coordinate_system.get_origin()
_input = self.coordinate_system.c2p(*coords)
_output = self.coordinate_system.c2p(*output)
vect = Arrow(
origin, _output, buff=0,
**vector_config
)
vect.shift(_input - origin)
vect.set_color(
rgb_to_color(self.value_to_rgb(norm)),
opacity=self.opacity,
)
return vect
class StreamLines(VGroup):
def __init__(
self,
func: Callable[[float, float], Sequence[float]],
coordinate_system: CoordinateSystem,
step_multiple: float = 0.5,
n_repeats: int = 1,
noise_factor: float | None = None,
# Config for drawing lines
dt: float = 0.05,
arc_len: float = 3,
max_time_steps: int = 200,
n_samples_per_line: int = 10,
cutoff_norm: float = 15,
# Style info
stroke_width: float = 1.0,
stroke_color: ManimColor = WHITE,
stroke_opacity: float = 1,
color_by_magnitude: bool = True,
magnitude_range: Tuple[float, float] = (0, 2.0),
taper_stroke_width: bool = False,
color_map: str = "3b1b_colormap",
**kwargs
):
super().__init__(**kwargs)
self.func = func
self.coordinate_system = coordinate_system
self.step_multiple = step_multiple
self.n_repeats = n_repeats
self.noise_factor = noise_factor
self.dt = dt
self.arc_len = arc_len
self.max_time_steps = max_time_steps
self.n_samples_per_line = n_samples_per_line
self.cutoff_norm = cutoff_norm
self.stroke_width = stroke_width
self.stroke_color = stroke_color
self.stroke_opacity = stroke_opacity
self.color_by_magnitude = color_by_magnitude
self.magnitude_range = magnitude_range
self.taper_stroke_width = taper_stroke_width
self.color_map = color_map
self.draw_lines()
self.init_style()
def point_func(self, point: Vect3) -> Vect3:
in_coords = self.coordinate_system.p2c(point)
out_coords = self.func(*in_coords)
return self.coordinate_system.c2p(*out_coords)
def draw_lines(self) -> None:
lines = []
origin = self.coordinate_system.get_origin()
for point in self.get_start_points():
points = [point]
total_arc_len = 0
time = 0
for x in range(self.max_time_steps):
time += self.dt
last_point = points[-1]
new_point = last_point + self.dt * (self.point_func(last_point) - origin)
points.append(new_point)
total_arc_len += get_norm(new_point - last_point)
if get_norm(last_point) > self.cutoff_norm:
break
if total_arc_len > self.arc_len:
break
line = VMobject()
line.virtual_time = time
step = max(1, int(len(points) / self.n_samples_per_line))
line.set_points_as_corners(points[::step])
line.make_smooth(approx=True)
lines.append(line)
self.set_submobjects(lines)
def get_start_points(self) -> Vect3Array:
cs = self.coordinate_system
sample_coords = get_sample_points_from_coordinate_system(
cs, self.step_multiple,
)
noise_factor = self.noise_factor
if noise_factor is None:
noise_factor = cs.x_range[2] * self.step_multiple * 0.5
return np.array([
cs.c2p(*coords) + noise_factor * np.random.random(3)
for n in range(self.n_repeats)
for coords in sample_coords
])
def init_style(self) -> None:
if self.color_by_magnitude:
values_to_rgbs = get_vectorized_rgb_gradient_function(
*self.magnitude_range, self.color_map,
)
cs = self.coordinate_system
for line in self.submobjects:
norms = [
get_norm(self.func(*cs.p2c(point)))
for point in line.get_points()
]
rgbs = values_to_rgbs(norms)
rgbas = np.zeros((len(rgbs), 4))
rgbas[:, :3] = rgbs
rgbas[:, 3] = self.stroke_opacity
line.set_rgba_array(rgbas, "stroke_rgba")
else:
self.set_stroke(self.stroke_color, opacity=self.stroke_opacity)
if self.taper_stroke_width:
width = [0, self.stroke_width, 0]
else:
width = self.stroke_width
self.set_stroke(width=width)
class AnimatedStreamLines(VGroup):
def __init__(
self,
stream_lines: StreamLines,
lag_range: float = 4,
line_anim_config: dict = dict(
rate_func=linear,
time_width=1.0,
),
**kwargs
):
super().__init__(**kwargs)
self.stream_lines = stream_lines
for line in stream_lines:
line.anim = VShowPassingFlash(
line,
run_time=line.virtual_time,
**line_anim_config,
)
line.anim.begin()
line.time = -lag_range * np.random.random()
self.add(line.anim.mobject)
self.add_updater(lambda m, dt: m.update(dt))
def update(self, dt: float) -> None:
stream_lines = self.stream_lines
for line in stream_lines:
line.time += dt
adjusted_time = max(line.time, 0) % line.anim.run_time
line.anim.update(adjusted_time / line.anim.run_time)
|
manim_3b1b/manimlib/mobject/svg/svg_mobject.py
|
from __future__ import annotations
import os
from xml.etree import ElementTree as ET
import numpy as np
import svgelements as se
import io
from manimlib.constants import RIGHT
from manimlib.logger import log
from manimlib.mobject.geometry import Circle
from manimlib.mobject.geometry import Line
from manimlib.mobject.geometry import Polygon
from manimlib.mobject.geometry import Polyline
from manimlib.mobject.geometry import Rectangle
from manimlib.mobject.geometry import RoundedRectangle
from manimlib.mobject.types.vectorized_mobject import VMobject
from manimlib.utils.directories import get_mobject_data_dir
from manimlib.utils.images import get_full_vector_image_path
from manimlib.utils.iterables import hash_obj
from manimlib.utils.simple_functions import hash_string
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Tuple
from manimlib.typing import ManimColor, Vect3Array
SVG_HASH_TO_MOB_MAP: dict[int, list[VMobject]] = {}
PATH_TO_POINTS: dict[str, Vect3Array] = {}
def _convert_point_to_3d(x: float, y: float) -> np.ndarray:
return np.array([x, y, 0.0])
class SVGMobject(VMobject):
file_name: str = ""
height: float | None = 2.0
width: float | None = None
def __init__(
self,
file_name: str = "",
should_center: bool = True,
height: float | None = None,
width: float | None = None,
# Style that overrides the original svg
color: ManimColor = None,
fill_color: ManimColor = None,
fill_opacity: float | None = None,
stroke_width: float | None = 0.0,
stroke_color: ManimColor = None,
stroke_opacity: float | None = None,
# Style that fills only when not specified
# If None, regarded as default values from svg standard
svg_default: dict = dict(
color=None,
opacity=None,
fill_color=None,
fill_opacity=None,
stroke_width=None,
stroke_color=None,
stroke_opacity=None,
),
path_string_config: dict = dict(),
**kwargs
):
self.file_name = file_name or self.file_name
self.svg_default = dict(svg_default)
self.path_string_config = dict(path_string_config)
super().__init__(**kwargs )
self.init_svg_mobject()
self.ensure_positive_orientation()
# Rather than passing style into super().__init__
# do it after svg has been taken in
self.set_style(
fill_color=color or fill_color,
fill_opacity=fill_opacity,
stroke_color=color or stroke_color,
stroke_width=stroke_width,
stroke_opacity=stroke_opacity,
)
# Initialize position
height = height or self.height
width = width or self.width
if should_center:
self.center()
if height is not None:
self.set_height(height)
if width is not None:
self.set_width(width)
def init_svg_mobject(self) -> None:
hash_val = hash_obj(self.hash_seed)
if hash_val in SVG_HASH_TO_MOB_MAP:
submobs = [sm.copy() for sm in SVG_HASH_TO_MOB_MAP[hash_val]]
else:
submobs = self.mobjects_from_file(self.get_file_path())
SVG_HASH_TO_MOB_MAP[hash_val] = [sm.copy() for sm in submobs]
self.add(*submobs)
self.flip(RIGHT) # Flip y
@property
def hash_seed(self) -> tuple:
# Returns data which can uniquely represent the result of `init_points`.
# The hashed value of it is stored as a key in `SVG_HASH_TO_MOB_MAP`.
return (
self.__class__.__name__,
self.svg_default,
self.path_string_config,
self.file_name
)
def mobjects_from_file(self, file_path: str) -> list[VMobject]:
element_tree = ET.parse(file_path)
new_tree = self.modify_xml_tree(element_tree)
# New svg based on tree contents
data_stream = io.BytesIO()
new_tree.write(data_stream)
data_stream.seek(0)
svg = se.SVG.parse(data_stream)
data_stream.close()
return self.mobjects_from_svg(svg)
def get_file_path(self) -> str:
if self.file_name is None:
raise Exception("Must specify file for SVGMobject")
return get_full_vector_image_path(self.file_name)
def modify_xml_tree(self, element_tree: ET.ElementTree) -> ET.ElementTree:
config_style_attrs = self.generate_config_style_dict()
style_keys = (
"fill",
"fill-opacity",
"stroke",
"stroke-opacity",
"stroke-width",
"style"
)
root = element_tree.getroot()
style_attrs = {
k: v
for k, v in root.attrib.items()
if k in style_keys
}
# Ignore other attributes in case that svgelements cannot parse them
SVG_XMLNS = "{http://www.w3.org/2000/svg}"
new_root = ET.Element("svg")
config_style_node = ET.SubElement(new_root, f"{SVG_XMLNS}g", config_style_attrs)
root_style_node = ET.SubElement(config_style_node, f"{SVG_XMLNS}g", style_attrs)
root_style_node.extend(root)
return ET.ElementTree(new_root)
def generate_config_style_dict(self) -> dict[str, str]:
keys_converting_dict = {
"fill": ("color", "fill_color"),
"fill-opacity": ("opacity", "fill_opacity"),
"stroke": ("color", "stroke_color"),
"stroke-opacity": ("opacity", "stroke_opacity"),
"stroke-width": ("stroke_width",)
}
svg_default_dict = self.svg_default
result = {}
for svg_key, style_keys in keys_converting_dict.items():
for style_key in style_keys:
if svg_default_dict[style_key] is None:
continue
result[svg_key] = str(svg_default_dict[style_key])
return result
def mobjects_from_svg(self, svg: se.SVG) -> list[VMobject]:
result = []
for shape in svg.elements():
if isinstance(shape, (se.Group, se.Use)):
continue
elif isinstance(shape, se.Path):
mob = self.path_to_mobject(shape)
elif isinstance(shape, se.SimpleLine):
mob = self.line_to_mobject(shape)
elif isinstance(shape, se.Rect):
mob = self.rect_to_mobject(shape)
elif isinstance(shape, (se.Circle, se.Ellipse)):
mob = self.ellipse_to_mobject(shape)
elif isinstance(shape, se.Polygon):
mob = self.polygon_to_mobject(shape)
elif isinstance(shape, se.Polyline):
mob = self.polyline_to_mobject(shape)
# elif isinstance(shape, se.Text):
# mob = self.text_to_mobject(shape)
elif type(shape) == se.SVGElement:
continue
else:
log.warning("Unsupported element type: %s", type(shape))
continue
if not mob.has_points():
continue
if isinstance(shape, se.GraphicObject):
self.apply_style_to_mobject(mob, shape)
if isinstance(shape, se.Transformable) and shape.apply:
self.handle_transform(mob, shape.transform)
result.append(mob)
return result
@staticmethod
def handle_transform(mob: VMobject, matrix: se.Matrix) -> VMobject:
mat = np.array([
[matrix.a, matrix.c],
[matrix.b, matrix.d]
])
vec = np.array([matrix.e, matrix.f, 0.0])
mob.apply_matrix(mat)
mob.shift(vec)
return mob
@staticmethod
def apply_style_to_mobject(
mob: VMobject,
shape: se.GraphicObject
) -> VMobject:
mob.set_style(
stroke_width=shape.stroke_width,
stroke_color=shape.stroke.hexrgb,
stroke_opacity=shape.stroke.opacity,
fill_color=shape.fill.hexrgb,
fill_opacity=shape.fill.opacity
)
return mob
def path_to_mobject(self, path: se.Path) -> VMobjectFromSVGPath:
return VMobjectFromSVGPath(path, **self.path_string_config)
def line_to_mobject(self, line: se.SimpleLine) -> Line:
return Line(
start=_convert_point_to_3d(line.x1, line.y1),
end=_convert_point_to_3d(line.x2, line.y2)
)
def rect_to_mobject(self, rect: se.Rect) -> Rectangle:
if rect.rx == 0 or rect.ry == 0:
mob = Rectangle(
width=rect.width,
height=rect.height,
)
else:
mob = RoundedRectangle(
width=rect.width,
height=rect.height * rect.rx / rect.ry,
corner_radius=rect.rx
)
mob.stretch_to_fit_height(rect.height)
mob.shift(_convert_point_to_3d(
rect.x + rect.width / 2,
rect.y + rect.height / 2
))
return mob
def ellipse_to_mobject(self, ellipse: se.Circle | se.Ellipse) -> Circle:
mob = Circle(radius=ellipse.rx)
mob.stretch_to_fit_height(2 * ellipse.ry)
mob.shift(_convert_point_to_3d(
ellipse.cx, ellipse.cy
))
return mob
def polygon_to_mobject(self, polygon: se.Polygon) -> Polygon:
points = [
_convert_point_to_3d(*point)
for point in polygon
]
return Polygon(*points)
def polyline_to_mobject(self, polyline: se.Polyline) -> Polyline:
points = [
_convert_point_to_3d(*point)
for point in polyline
]
return Polyline(*points)
def text_to_mobject(self, text: se.Text):
pass
class VMobjectFromSVGPath(VMobject):
def __init__(
self,
path_obj: se.Path,
**kwargs
):
# Get rid of arcs
path_obj.approximate_arcs_with_quads()
self.path_obj = path_obj
super().__init__(**kwargs)
def init_points(self) -> None:
# After a given svg_path has been converted into points, the result
# will be saved so that future calls for the same pathdon't need to
# retrace the same computation.
path_string = self.path_obj.d()
if path_string not in PATH_TO_POINTS:
self.handle_commands()
if not self._use_winding_fill:
self.subdivide_intersections()
# Save for future use
PATH_TO_POINTS[path_string] = self.get_points().copy()
else:
points = PATH_TO_POINTS[path_string]
self.set_points(points)
def handle_commands(self) -> None:
segment_class_to_func_map = {
se.Move: (self.start_new_path, ("end",)),
se.Close: (self.close_path, ()),
se.Line: (self.add_line_to, ("end",)),
se.QuadraticBezier: (self.add_quadratic_bezier_curve_to, ("control", "end")),
se.CubicBezier: (self.add_cubic_bezier_curve_to, ("control1", "control2", "end"))
}
for segment in self.path_obj:
segment_class = segment.__class__
func, attr_names = segment_class_to_func_map[segment_class]
points = [
_convert_point_to_3d(*segment.__getattribute__(attr_name))
for attr_name in attr_names
]
func(*points)
# Get rid of the side effect of trailing "Z M" commands.
if self.has_new_path_started():
self.resize_points(self.get_num_points() - 2)
|
manim_3b1b/manimlib/mobject/svg/text_mobject.py
|
from __future__ import annotations
from contextlib import contextmanager
import os
from pathlib import Path
import re
import manimpango
import pygments
import pygments.formatters
import pygments.lexers
from manimlib.constants import DEFAULT_PIXEL_WIDTH, FRAME_WIDTH
from manimlib.constants import NORMAL
from manimlib.logger import log
from manimlib.mobject.svg.string_mobject import StringMobject
from manimlib.utils.customization import get_customization
from manimlib.utils.color import color_to_hex
from manimlib.utils.color import int_to_hex
from manimlib.utils.directories import get_downloads_dir
from manimlib.utils.directories import get_text_dir
from manimlib.utils.simple_functions import hash_string
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Iterable
from manimlib.mobject.types.vectorized_mobject import VGroup
from manimlib.typing import ManimColor, Span, Selector
TEXT_MOB_SCALE_FACTOR = 0.0076
DEFAULT_LINE_SPACING_SCALE = 0.6
# Ensure the canvas is large enough to hold all glyphs.
DEFAULT_CANVAS_WIDTH = 16384
DEFAULT_CANVAS_HEIGHT = 16384
# Temporary handler
class _Alignment:
VAL_DICT = {
"LEFT": 0,
"CENTER": 1,
"RIGHT": 2
}
def __init__(self, s: str):
self.value = _Alignment.VAL_DICT[s.upper()]
class MarkupText(StringMobject):
# See https://docs.gtk.org/Pango/pango_markup.html
MARKUP_TAGS = {
"b": {"font_weight": "bold"},
"big": {"font_size": "larger"},
"i": {"font_style": "italic"},
"s": {"strikethrough": "true"},
"sub": {"baseline_shift": "subscript", "font_scale": "subscript"},
"sup": {"baseline_shift": "superscript", "font_scale": "superscript"},
"small": {"font_size": "smaller"},
"tt": {"font_family": "monospace"},
"u": {"underline": "single"},
}
MARKUP_ENTITY_DICT = {
"<": "<",
">": ">",
"&": "&",
"\"": """,
"'": "'"
}
def __init__(
self,
text: str,
font_size: int = 48,
height: float | None = None,
justify: bool = False,
indent: float = 0,
alignment: str = "",
line_width: float | None = None,
font: str = "",
slant: str = NORMAL,
weight: str = NORMAL,
gradient: Iterable[ManimColor] | None = None,
line_spacing_height: float | None = None,
text2color: dict = {},
text2font: dict = {},
text2gradient: dict = {},
text2slant: dict = {},
text2weight: dict = {},
# For convenience, one can use shortened names
lsh: float | None = None, # Overrides line_spacing_height
t2c: dict = {}, # Overrides text2color if nonempty
t2f: dict = {}, # Overrides text2font if nonempty
t2g: dict = {}, # Overrides text2gradient if nonempty
t2s: dict = {}, # Overrides text2slant if nonempty
t2w: dict = {}, # Overrides text2weight if nonempty
global_config: dict = {},
local_configs: dict = {},
disable_ligatures: bool = True,
isolate: Selector = re.compile(r"\w+", re.U),
**kwargs
):
self.text = text
self.font_size = font_size
self.justify = justify
self.indent = indent
self.alignment = alignment or get_customization()["style"]["text_alignment"]
self.line_width = line_width
self.font = font or get_customization()["style"]["font"]
self.slant = slant
self.weight = weight
self.lsh = line_spacing_height or lsh
self.t2c = text2color or t2c
self.t2f = text2font or t2f
self.t2g = text2gradient or t2g
self.t2s = text2slant or t2s
self.t2w = text2weight or t2w
self.global_config = global_config
self.local_configs = local_configs
self.disable_ligatures = disable_ligatures
self.isolate = isolate
if not isinstance(self, Text):
self.validate_markup_string(text)
super().__init__(text, height=height, **kwargs)
if self.t2g:
log.warning("""
Manim currently cannot parse gradient from svg.
Please set gradient via `set_color_by_gradient`.
""")
if gradient:
self.set_color_by_gradient(*gradient)
if self.t2c:
self.set_color_by_text_to_color_map(self.t2c)
if height is None:
self.scale(TEXT_MOB_SCALE_FACTOR)
@property
def hash_seed(self) -> tuple:
return (
self.__class__.__name__,
self.svg_default,
self.path_string_config,
self.base_color,
self.isolate,
self.protect,
self.text,
self.font_size,
self.lsh,
self.justify,
self.indent,
self.alignment,
self.line_width,
self.font,
self.slant,
self.weight,
self.t2c,
self.t2f,
self.t2s,
self.t2w,
self.global_config,
self.local_configs,
self.disable_ligatures
)
def get_file_path_by_content(self, content: str) -> str:
hash_content = str((
content,
self.justify,
self.indent,
self.alignment,
self.line_width
))
svg_file = os.path.join(
get_text_dir(), hash_string(hash_content) + ".svg"
)
if not os.path.exists(svg_file):
self.markup_to_svg(content, svg_file)
return svg_file
def markup_to_svg(self, markup_str: str, file_name: str) -> str:
self.validate_markup_string(markup_str)
# `manimpango` is under construction,
# so the following code is intended to suit its interface
alignment = _Alignment(self.alignment)
if self.line_width is None:
pango_width = -1
else:
pango_width = self.line_width / FRAME_WIDTH * DEFAULT_PIXEL_WIDTH
return manimpango.MarkupUtils.text2svg(
text=markup_str,
font="", # Already handled
slant="NORMAL", # Already handled
weight="NORMAL", # Already handled
size=1, # Already handled
_=0, # Empty parameter
disable_liga=False,
file_name=file_name,
START_X=0,
START_Y=0,
width=DEFAULT_CANVAS_WIDTH,
height=DEFAULT_CANVAS_HEIGHT,
justify=self.justify,
indent=self.indent,
line_spacing=None, # Already handled
alignment=alignment,
pango_width=pango_width
)
@staticmethod
def validate_markup_string(markup_str: str) -> None:
validate_error = manimpango.MarkupUtils.validate(markup_str)
if not validate_error:
return
raise ValueError(
f"Invalid markup string \"{markup_str}\"\n" + \
f"{validate_error}"
)
# Toolkits
@staticmethod
def escape_markup_char(substr: str) -> str:
return MarkupText.MARKUP_ENTITY_DICT.get(substr, substr)
@staticmethod
def unescape_markup_char(substr: str) -> str:
return {
v: k
for k, v in MarkupText.MARKUP_ENTITY_DICT.items()
}.get(substr, substr)
# Parsing
@staticmethod
def get_command_matches(string: str) -> list[re.Match]:
pattern = re.compile(r"""
(?P<tag>
<
(?P<close_slash>/)?
(?P<tag_name>\w+)\s*
(?P<attr_list>(?:\w+\s*\=\s*(?P<quot>["']).*?(?P=quot)\s*)*)
(?P<elision_slash>/)?
>
)
|(?P<passthrough>
<\?.*?\?>|<!--.*?-->|<!\[CDATA\[.*?\]\]>|<!DOCTYPE.*?>
)
|(?P<entity>&(?P<unicode>\#(?P<hex>x)?)?(?P<content>.*?);)
|(?P<char>[>"'])
""", flags=re.X | re.S)
return list(pattern.finditer(string))
@staticmethod
def get_command_flag(match_obj: re.Match) -> int:
if match_obj.group("tag"):
if match_obj.group("close_slash"):
return -1
if not match_obj.group("elision_slash"):
return 1
return 0
@staticmethod
def replace_for_content(match_obj: re.Match) -> str:
if match_obj.group("tag"):
return ""
if match_obj.group("char"):
return MarkupText.escape_markup_char(match_obj.group("char"))
return match_obj.group()
@staticmethod
def replace_for_matching(match_obj: re.Match) -> str:
if match_obj.group("tag") or match_obj.group("passthrough"):
return ""
if match_obj.group("entity"):
if match_obj.group("unicode"):
base = 10
if match_obj.group("hex"):
base = 16
return chr(int(match_obj.group("content"), base))
return MarkupText.unescape_markup_char(match_obj.group("entity"))
return match_obj.group()
@staticmethod
def get_attr_dict_from_command_pair(
open_command: re.Match, close_command: re.Match
) -> dict[str, str] | None:
pattern = r"""
(?P<attr_name>\w+)
\s*\=\s*
(?P<quot>["'])(?P<attr_val>.*?)(?P=quot)
"""
tag_name = open_command.group("tag_name")
if tag_name == "span":
return {
match_obj.group("attr_name"): match_obj.group("attr_val")
for match_obj in re.finditer(
pattern, open_command.group("attr_list"), re.S | re.X
)
}
return MarkupText.MARKUP_TAGS.get(tag_name, {})
def get_configured_items(self) -> list[tuple[Span, dict[str, str]]]:
return [
*(
(span, {key: val})
for t2x_dict, key in (
(self.t2c, "foreground"),
(self.t2f, "font_family"),
(self.t2s, "font_style"),
(self.t2w, "font_weight")
)
for selector, val in t2x_dict.items()
for span in self.find_spans_by_selector(selector)
),
*(
(span, local_config)
for selector, local_config in self.local_configs.items()
for span in self.find_spans_by_selector(selector)
)
]
@staticmethod
def get_command_string(
attr_dict: dict[str, str], is_end: bool, label_hex: str | None
) -> str:
if is_end:
return "</span>"
if label_hex is not None:
converted_attr_dict = {"foreground": label_hex}
for key, val in attr_dict.items():
if key in (
"background", "bgcolor",
"underline_color", "overline_color", "strikethrough_color"
):
converted_attr_dict[key] = "black"
elif key not in ("foreground", "fgcolor", "color"):
converted_attr_dict[key] = val
else:
converted_attr_dict = attr_dict.copy()
attrs_str = " ".join([
f"{key}='{val}'"
for key, val in converted_attr_dict.items()
])
return f"<span {attrs_str}>"
def get_content_prefix_and_suffix(
self, is_labelled: bool
) -> tuple[str, str]:
global_attr_dict = {
"foreground": color_to_hex(self.base_color),
"font_family": self.font,
"font_style": self.slant,
"font_weight": self.weight,
"font_size": str(round(self.font_size * 1024)),
}
# `line_height` attribute is supported since Pango 1.50.
pango_version = manimpango.pango_version()
if tuple(map(int, pango_version.split("."))) < (1, 50):
if self.lsh is not None:
log.warning(
"Pango version %s found (< 1.50), "
"unable to set `line_height` attribute",
pango_version
)
else:
line_spacing_scale = self.lsh or DEFAULT_LINE_SPACING_SCALE
global_attr_dict["line_height"] = str(
((line_spacing_scale) + 1) * 0.6
)
if self.disable_ligatures:
global_attr_dict["font_features"] = "liga=0,dlig=0,clig=0,hlig=0"
global_attr_dict.update(self.global_config)
return tuple(
self.get_command_string(
global_attr_dict,
is_end=is_end,
label_hex=int_to_hex(0) if is_labelled else None
)
for is_end in (False, True)
)
# Method alias
def get_parts_by_text(self, selector: Selector) -> VGroup:
return self.select_parts(selector)
def get_part_by_text(self, selector: Selector, **kwargs) -> VGroup:
return self.select_part(selector, **kwargs)
def set_color_by_text(self, selector: Selector, color: ManimColor):
return self.set_parts_color(selector, color)
def set_color_by_text_to_color_map(
self, color_map: dict[Selector, ManimColor]
):
return self.set_parts_color_by_dict(color_map)
def get_text(self) -> str:
return self.get_string()
class Text(MarkupText):
def __init__(
self,
text: str,
# For backward compatibility
isolate: Selector = (re.compile(r"\w+", re.U), re.compile(r"\S+", re.U)),
use_labelled_svg: bool = True,
path_string_config: dict = dict(
use_simple_quadratic_approx=True,
),
**kwargs
):
super().__init__(
text,
isolate=isolate,
use_labelled_svg=use_labelled_svg,
path_string_config=path_string_config,
**kwargs
)
@staticmethod
def get_command_matches(string: str) -> list[re.Match]:
pattern = re.compile(r"""[<>&"']""")
return list(pattern.finditer(string))
@staticmethod
def get_command_flag(match_obj: re.Match) -> int:
return 0
@staticmethod
def replace_for_content(match_obj: re.Match) -> str:
return Text.escape_markup_char(match_obj.group())
@staticmethod
def replace_for_matching(match_obj: re.Match) -> str:
return match_obj.group()
class Code(MarkupText):
def __init__(
self,
code: str,
font: str = "Consolas",
font_size: int = 24,
lsh: float = 1.0,
fill_color: ManimColor = None,
stroke_color: ManimColor = None,
language: str = "python",
# Visit https://pygments.org/demo/ to have a preview of more styles.
code_style: str = "monokai",
**kwargs
):
lexer = pygments.lexers.get_lexer_by_name(language)
formatter = pygments.formatters.PangoMarkupFormatter(
style=code_style
)
markup = pygments.highlight(code, lexer, formatter)
markup = re.sub(r"</?tt>", "", markup)
super().__init__(
markup,
font=font,
font_size=font_size,
lsh=lsh,
stroke_color=stroke_color,
fill_color=fill_color,
**kwargs
)
@contextmanager
def register_font(font_file: str | Path):
"""Temporarily add a font file to Pango's search path.
This searches for the font_file at various places. The order it searches it described below.
1. Absolute path.
2. Downloads dir.
Parameters
----------
font_file :
The font file to add.
Examples
--------
Use ``with register_font(...)`` to add a font file to search
path.
.. code-block:: python
with register_font("path/to/font_file.ttf"):
a = Text("Hello", font="Custom Font Name")
Raises
------
FileNotFoundError:
If the font doesn't exists.
AttributeError:
If this method is used on macOS.
Notes
-----
This method of adding font files also works with :class:`CairoText`.
.. important ::
This method is available for macOS for ``ManimPango>=v0.2.3``. Using this
method with previous releases will raise an :class:`AttributeError` on macOS.
"""
input_folder = Path(get_downloads_dir()).parent.resolve()
possible_paths = [
Path(font_file),
input_folder / font_file,
]
for path in possible_paths:
path = path.resolve()
if path.exists():
file_path = path
break
else:
error = f"Can't find {font_file}." f"Tried these : {possible_paths}"
raise FileNotFoundError(error)
try:
assert manimpango.register_font(str(file_path))
yield
finally:
manimpango.unregister_font(str(file_path))
|
manim_3b1b/manimlib/mobject/svg/__init__.py
| |
manim_3b1b/manimlib/mobject/svg/drawings.py
|
from __future__ import annotations
import numpy as np
import itertools as it
from manimlib.animation.composition import AnimationGroup
from manimlib.animation.rotation import Rotating
from manimlib.constants import BLACK
from manimlib.constants import BLUE_A
from manimlib.constants import BLUE_B
from manimlib.constants import BLUE_C
from manimlib.constants import BLUE_D
from manimlib.constants import DOWN
from manimlib.constants import DOWN
from manimlib.constants import FRAME_WIDTH
from manimlib.constants import GREEN
from manimlib.constants import GREEN_SCREEN
from manimlib.constants import GREEN_E
from manimlib.constants import GREY
from manimlib.constants import GREY_A
from manimlib.constants import GREY_B
from manimlib.constants import GREY_E
from manimlib.constants import LEFT
from manimlib.constants import LEFT
from manimlib.constants import MED_LARGE_BUFF
from manimlib.constants import MED_SMALL_BUFF
from manimlib.constants import ORIGIN
from manimlib.constants import OUT
from manimlib.constants import PI
from manimlib.constants import RED
from manimlib.constants import RED_E
from manimlib.constants import RIGHT
from manimlib.constants import SMALL_BUFF
from manimlib.constants import SMALL_BUFF
from manimlib.constants import UP
from manimlib.constants import UL
from manimlib.constants import UR
from manimlib.constants import DL
from manimlib.constants import DR
from manimlib.constants import WHITE
from manimlib.constants import YELLOW
from manimlib.constants import TAU
from manimlib.mobject.boolean_ops import Difference
from manimlib.mobject.geometry import Arc
from manimlib.mobject.geometry import Circle
from manimlib.mobject.geometry import Dot
from manimlib.mobject.geometry import Line
from manimlib.mobject.geometry import Polygon
from manimlib.mobject.geometry import Rectangle
from manimlib.mobject.geometry import Square
from manimlib.mobject.geometry import AnnularSector
from manimlib.mobject.mobject import Mobject
from manimlib.mobject.numbers import Integer
from manimlib.mobject.svg.svg_mobject import SVGMobject
from manimlib.mobject.svg.tex_mobject import Tex
from manimlib.mobject.svg.tex_mobject import TexText
from manimlib.mobject.svg.special_tex import TexTextFromPresetString
from manimlib.mobject.three_dimensions import Prismify
from manimlib.mobject.three_dimensions import VCube
from manimlib.mobject.types.vectorized_mobject import VGroup
from manimlib.mobject.types.vectorized_mobject import VMobject
from manimlib.utils.rate_functions import linear
from manimlib.utils.space_ops import angle_of_vector
from manimlib.utils.space_ops import compass_directions
from manimlib.utils.space_ops import midpoint
from manimlib.utils.space_ops import rotate_vector
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Tuple, Sequence, Callable
from manimlib.typing import ManimColor, Vect3
class Checkmark(TexTextFromPresetString):
tex: str = R"\ding{51}"
default_color: ManimColor = GREEN
class Exmark(TexTextFromPresetString):
tex: str = R"\ding{55}"
default_color: ManimColor = RED
class Lightbulb(SVGMobject):
file_name = "lightbulb"
def __init__(
self,
height: float = 1.0,
color: ManimColor = YELLOW,
stroke_width: float = 3.0,
fill_opacity: float = 0.0,
**kwargs
):
super().__init__(
height=height,
color=color,
stroke_width=stroke_width,
fill_opacity=fill_opacity,
**kwargs
)
self.insert_n_curves(25)
class Speedometer(VMobject):
def __init__(
self,
arc_angle: float = 4 * PI / 3,
num_ticks: int = 8,
tick_length: float = 0.2,
needle_width: float = 0.1,
needle_height: float = 0.8,
needle_color: ManimColor = YELLOW,
**kwargs,
):
super().__init__(**kwargs)
self.arc_angle = arc_angle
self.num_ticks = num_ticks
self.tick_length = tick_length
self.needle_width = needle_width
self.needle_height = needle_height
self.needle_color = needle_color
start_angle = PI / 2 + arc_angle / 2
end_angle = PI / 2 - arc_angle / 2
self.arc = Arc(
start_angle=start_angle,
angle=-self.arc_angle
)
self.add(self.arc)
tick_angle_range = np.linspace(start_angle, end_angle, num_ticks)
for index, angle in enumerate(tick_angle_range):
vect = rotate_vector(RIGHT, angle)
tick = Line((1 - tick_length) * vect, vect)
label = Integer(10 * index)
label.set_height(tick_length)
label.shift((1 + tick_length) * vect)
self.add(tick, label)
needle = Polygon(
LEFT, UP, RIGHT,
stroke_width=0,
fill_opacity=1,
fill_color=self.needle_color
)
needle.stretch_to_fit_width(needle_width)
needle.stretch_to_fit_height(needle_height)
needle.rotate(start_angle - np.pi / 2, about_point=ORIGIN)
self.add(needle)
self.needle = needle
self.center_offset = self.get_center()
def get_center(self):
result = VMobject.get_center(self)
if hasattr(self, "center_offset"):
result -= self.center_offset
return result
def get_needle_tip(self):
return self.needle.get_anchors()[1]
def get_needle_angle(self):
return angle_of_vector(
self.get_needle_tip() - self.get_center()
)
def rotate_needle(self, angle):
self.needle.rotate(angle, about_point=self.arc.get_arc_center())
return self
def move_needle_to_velocity(self, velocity):
max_velocity = 10 * (self.num_ticks - 1)
proportion = float(velocity) / max_velocity
start_angle = np.pi / 2 + self.arc_angle / 2
target_angle = start_angle - self.arc_angle * proportion
self.rotate_needle(target_angle - self.get_needle_angle())
return self
class Laptop(VGroup):
def __init__(
self,
width: float = 3,
body_dimensions: Tuple[float, float, float] = (4.0, 3.0, 0.05),
screen_thickness: float = 0.01,
keyboard_width_to_body_width: float = 0.9,
keyboard_height_to_body_height: float = 0.5,
screen_width_to_screen_plate_width: float = 0.9,
key_color_kwargs: dict = dict(
stroke_width=0,
fill_color=BLACK,
fill_opacity=1,
),
fill_opacity: float = 1.0,
stroke_width: float = 0.0,
body_color: ManimColor = GREY_B,
shaded_body_color: ManimColor = GREY,
open_angle: float = np.pi / 4,
**kwargs
):
super().__init__(**kwargs)
body = VCube(side_length=1)
for dim, scale_factor in enumerate(body_dimensions):
body.stretch(scale_factor, dim=dim)
body.set_width(width)
body.set_fill(shaded_body_color, opacity=1)
body.sort(lambda p: p[2])
body[-1].set_fill(body_color)
screen_plate = body.copy()
keyboard = VGroup(*[
VGroup(*[
Square(**key_color_kwargs)
for x in range(12 - y % 2)
]).arrange(RIGHT, buff=SMALL_BUFF)
for y in range(4)
]).arrange(DOWN, buff=MED_SMALL_BUFF)
keyboard.stretch_to_fit_width(
keyboard_width_to_body_width * body.get_width(),
)
keyboard.stretch_to_fit_height(
keyboard_height_to_body_height * body.get_height(),
)
keyboard.next_to(body, OUT, buff=0.1 * SMALL_BUFF)
keyboard.shift(MED_SMALL_BUFF * UP)
body.add(keyboard)
screen_plate.stretch(screen_thickness /
body_dimensions[2], dim=2)
screen = Rectangle(
stroke_width=0,
fill_color=BLACK,
fill_opacity=1,
)
screen.replace(screen_plate, stretch=True)
screen.scale(screen_width_to_screen_plate_width)
screen.next_to(screen_plate, OUT, buff=0.1 * SMALL_BUFF)
screen_plate.add(screen)
screen_plate.next_to(body, UP, buff=0)
screen_plate.rotate(
open_angle, RIGHT,
about_point=screen_plate.get_bottom()
)
self.screen_plate = screen_plate
self.screen = screen
axis = Line(
body.get_corner(UP + LEFT + OUT),
body.get_corner(UP + RIGHT + OUT),
color=BLACK,
stroke_width=2
)
self.axis = axis
self.add(body, screen_plate, axis)
class VideoIcon(SVGMobject):
file_name: str = "video_icon"
def __init__(
self,
width: float = 1.2,
color=BLUE_A,
**kwargs
):
super().__init__(color=color, **kwargs)
self.set_width(width)
class VideoSeries(VGroup):
def __init__(
self,
num_videos: int = 11,
gradient_colors: Sequence[ManimColor] = [BLUE_B, BLUE_D],
width: float = FRAME_WIDTH - MED_LARGE_BUFF,
**kwargs
):
super().__init__(
*(VideoIcon() for x in range(num_videos)),
**kwargs
)
self.arrange(RIGHT)
self.set_width(width)
self.set_color_by_gradient(*gradient_colors)
class Clock(VGroup):
def __init__(
self,
stroke_color: ManimColor = WHITE,
stroke_width: float = 3.0,
hour_hand_height: float = 0.3,
minute_hand_height: float = 0.6,
tick_length: float = 0.1,
**kwargs,
):
style = dict(stroke_color=stroke_color, stroke_width=stroke_width)
circle = Circle(**style)
ticks = []
for x, point in enumerate(compass_directions(12, UP)):
length = tick_length
if x % 3 == 0:
length *= 2
ticks.append(Line(point, (1 - length) * point, **style))
self.hour_hand = Line(ORIGIN, hour_hand_height * UP, **style)
self.minute_hand = Line(ORIGIN, minute_hand_height * UP, **style)
super().__init__(
circle, self.hour_hand, self.minute_hand,
*ticks
)
class ClockPassesTime(AnimationGroup):
def __init__(
self,
clock: Clock,
run_time: float = 5.0,
hours_passed: float = 12.0,
rate_func: Callable[[float], float] = linear,
**kwargs
):
rot_kwargs = dict(
axis=OUT,
about_point=clock.get_center()
)
hour_radians = -hours_passed * 2 * PI / 12
super().__init__(
Rotating(
clock.hour_hand,
angle=hour_radians,
**rot_kwargs
),
Rotating(
clock.minute_hand,
angle=12 * hour_radians,
**rot_kwargs
),
**kwargs
)
class Bubble(SVGMobject):
file_name: str = "Bubbles_speech.svg"
def __init__(
self,
direction: Vect3 = LEFT,
center_point: Vect3 = ORIGIN,
content_scale_factor: float = 0.7,
height: float = 4.0,
width: float = 8.0,
max_height: float | None = None,
max_width: float | None = None,
bubble_center_adjustment_factor: float = 0.125,
fill_color: ManimColor = BLACK,
fill_opacity: float = 0.8,
stroke_color: ManimColor = WHITE,
stroke_width: float = 3.0,
**kwargs
):
self.direction = LEFT # Possibly updated below by self.flip()
self.bubble_center_adjustment_factor = bubble_center_adjustment_factor
self.content_scale_factor = content_scale_factor
super().__init__(
fill_color=fill_color,
fill_opacity=fill_opacity,
stroke_color=stroke_color,
stroke_width=stroke_width,
**kwargs
)
self.center()
self.set_height(height, stretch=True)
self.set_width(width, stretch=True)
if max_height:
self.set_max_height(max_height)
if max_width:
self.set_max_width(max_width)
if direction[0] > 0:
self.flip()
self.content = VMobject()
def get_tip(self):
# TODO, find a better way
return self.get_corner(DOWN + self.direction) - 0.6 * self.direction
def get_bubble_center(self):
factor = self.bubble_center_adjustment_factor
return self.get_center() + factor * self.get_height() * UP
def move_tip_to(self, point):
mover = VGroup(self)
if self.content is not None:
mover.add(self.content)
mover.shift(point - self.get_tip())
return self
def flip(self, axis=UP):
super().flip(axis=axis)
if abs(axis[1]) > 0:
self.direction = -np.array(self.direction)
return self
def pin_to(self, mobject, auto_flip=False):
mob_center = mobject.get_center()
want_to_flip = np.sign(mob_center[0]) != np.sign(self.direction[0])
if want_to_flip and auto_flip:
self.flip()
boundary_point = mobject.get_bounding_box_point(UP - self.direction)
vector_from_center = 1.0 * (boundary_point - mob_center)
self.move_tip_to(mob_center + vector_from_center)
return self
def position_mobject_inside(self, mobject):
mobject.set_max_width(self.content_scale_factor * self.get_width())
mobject.set_max_height(self.content_scale_factor * self.get_height() / 1.5)
mobject.shift(self.get_bubble_center() - mobject.get_center())
return mobject
def add_content(self, mobject):
self.position_mobject_inside(mobject)
self.content = mobject
return self.content
def write(self, *text):
self.add_content(TexText(*text))
return self
def resize_to_content(self, buff=0.75):
width = self.content.get_width()
height = self.content.get_height()
target_width = width + min(buff, height)
target_height = 1.35 * (self.content.get_height() + buff)
tip_point = self.get_tip()
self.stretch_to_fit_width(target_width, about_point=tip_point)
self.stretch_to_fit_height(target_height, about_point=tip_point)
self.position_mobject_inside(self.content)
def clear(self):
self.add_content(VMobject())
return self
class SpeechBubble(Bubble):
file_name: str = "Bubbles_speech.svg"
class DoubleSpeechBubble(Bubble):
file_name: str = "Bubbles_double_speech.svg"
class ThoughtBubble(Bubble):
file_name: str = "Bubbles_thought.svg"
def __init__(self, **kwargs):
Bubble.__init__(self, **kwargs)
self.submobjects.sort(
key=lambda m: m.get_bottom()[1]
)
def make_green_screen(self):
self.submobjects[-1].set_fill(GREEN_SCREEN, opacity=1)
return self
class VectorizedEarth(SVGMobject):
file_name: str = "earth"
def __init__(
self,
height: float = 2.0,
**kwargs
):
super().__init__(height=height, **kwargs)
self.insert_n_curves(20)
circle = Circle(
stroke_width=3,
stroke_color=GREEN,
fill_opacity=1,
fill_color=BLUE_C,
)
circle.replace(self)
self.add_to_back(circle)
class Piano(VGroup):
def __init__(
self,
n_white_keys = 52,
black_pattern = [0, 2, 3, 5, 6],
white_keys_per_octave = 7,
white_key_dims = (0.15, 1.0),
black_key_dims = (0.1, 0.66),
key_buff = 0.02,
white_key_color = WHITE,
black_key_color = GREY_E,
total_width = 13,
**kwargs
):
self.n_white_keys = n_white_keys
self.black_pattern = black_pattern
self.white_keys_per_octave = white_keys_per_octave
self.white_key_dims = white_key_dims
self.black_key_dims = black_key_dims
self.key_buff = key_buff
self.white_key_color = white_key_color
self.black_key_color = black_key_color
self.total_width = total_width
super().__init__(**kwargs)
self.add_white_keys()
self.add_black_keys()
self.sort_keys()
self[:-1].reverse_points()
self.set_width(self.total_width)
def add_white_keys(self):
key = Rectangle(*self.white_key_dims)
key.set_fill(self.white_key_color, 1)
key.set_stroke(width=0)
self.white_keys = key.get_grid(1, self.n_white_keys, buff=self.key_buff)
self.add(*self.white_keys)
def add_black_keys(self):
key = Rectangle(*self.black_key_dims)
key.set_fill(self.black_key_color, 1)
key.set_stroke(width=0)
self.black_keys = VGroup()
for i in range(len(self.white_keys) - 1):
if i % self.white_keys_per_octave not in self.black_pattern:
continue
wk1 = self.white_keys[i]
wk2 = self.white_keys[i + 1]
bk = key.copy()
bk.move_to(midpoint(wk1.get_top(), wk2.get_top()), UP)
big_bk = bk.copy()
big_bk.stretch((bk.get_width() + self.key_buff) / bk.get_width(), 0)
big_bk.stretch((bk.get_height() + self.key_buff) / bk.get_height(), 1)
big_bk.move_to(bk, UP)
for wk in wk1, wk2:
wk.become(Difference(wk, big_bk).match_style(wk))
self.black_keys.add(bk)
self.add(*self.black_keys)
def sort_keys(self):
self.sort(lambda p: p[0])
class Piano3D(VGroup):
def __init__(
self,
shading: Tuple[float, float, float] = (1.0, 0.2, 0.2),
stroke_width: float = 0.25,
stroke_color: ManimColor = BLACK,
key_depth: float = 0.1,
black_key_shift: float = 0.05,
piano_2d_config: dict = dict(
white_key_color=GREY_A,
key_buff=0.001
),
**kwargs
):
piano_2d = Piano(**piano_2d_config)
super().__init__(*(
Prismify(key, key_depth)
for key in piano_2d
))
self.set_stroke(stroke_color, stroke_width)
self.set_shading(*shading)
self.apply_depth_test()
# Elevate black keys
for i, key in enumerate(self):
if piano_2d[i] in piano_2d.black_keys:
key.shift(black_key_shift * OUT)
key.set_color(BLACK)
class DieFace(VGroup):
def __init__(
self,
value: int,
side_length: float = 1.0,
corner_radius: float = 0.15,
stroke_color: ManimColor = WHITE,
stroke_width: float = 2.0,
fill_color: ManimColor = GREY_E,
dot_radius: float = 0.08,
dot_color: ManimColor = WHITE,
dot_coalesce_factor: float = 0.5
):
dot = Dot(radius=dot_radius, fill_color=dot_color)
square = Square(
side_length=side_length,
stroke_color=stroke_color,
stroke_width=stroke_width,
fill_color=fill_color,
fill_opacity=1.0,
)
square.round_corners(corner_radius)
if not (1 <= value <= 6):
raise Exception("DieFace only accepts integer inputs between 1 and 6")
edge_group = [
(ORIGIN,),
(UL, DR),
(UL, ORIGIN, DR),
(UL, UR, DL, DR),
(UL, UR, ORIGIN, DL, DR),
(UL, UR, LEFT, RIGHT, DL, DR),
][value - 1]
arrangement = VGroup(*(
dot.copy().move_to(square.get_bounding_box_point(vect))
for vect in edge_group
))
arrangement.space_out_submobjects(dot_coalesce_factor)
super().__init__(square, arrangement)
self.dots = arrangement
self.value = value
self.index = value
class Dartboard(VGroup):
radius = 3
n_sectors = 20
def __init__(self, **kwargs):
super().__init__(**kwargs)
n_sectors = self.n_sectors
angle = TAU / n_sectors
segments = VGroup(*[
VGroup(*[
AnnularSector(
inner_radius=in_r,
outer_radius=out_r,
start_angle=n * angle,
angle=angle,
fill_color=color,
)
for n, color in zip(
range(n_sectors),
it.cycle(colors)
)
])
for colors, in_r, out_r in [
([GREY_B, GREY_E], 0, 1),
([GREEN_E, RED_E], 0.5, 0.55),
([GREEN_E, RED_E], 0.95, 1),
]
])
segments.rotate(-angle / 2)
bullseyes = VGroup(*[
Circle(radius=r)
for r in [0.07, 0.035]
])
bullseyes.set_fill(opacity=1)
bullseyes.set_stroke(width=0)
bullseyes[0].set_color(GREEN_E)
bullseyes[1].set_color(RED_E)
self.bullseye = bullseyes[1]
self.add(*segments, *bullseyes)
self.scale(self.radius)
|
manim_3b1b/manimlib/mobject/svg/old_tex_mobject.py
|
from __future__ import annotations
from functools import reduce
import operator as op
import re
from manimlib.constants import BLACK, WHITE
from manimlib.mobject.svg.svg_mobject import SVGMobject
from manimlib.mobject.types.vectorized_mobject import VGroup
from manimlib.utils.tex_file_writing import tex_content_to_svg_file
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Iterable, List, Dict
from manimlib.typing import ManimColor
SCALE_FACTOR_PER_FONT_POINT = 0.001
class SingleStringTex(SVGMobject):
height: float | None = None
def __init__(
self,
tex_string: str,
height: float | None = None,
fill_color: ManimColor = WHITE,
fill_opacity: float = 1.0,
stroke_width: float = 0,
svg_default: dict = dict(fill_color=WHITE),
path_string_config: dict = dict(),
font_size: int = 48,
alignment: str = R"\centering",
math_mode: bool = True,
organize_left_to_right: bool = False,
template: str = "",
additional_preamble: str = "",
**kwargs
):
self.tex_string = tex_string
self.svg_default = dict(svg_default)
self.path_string_config = dict(path_string_config)
self.font_size = font_size
self.alignment = alignment
self.math_mode = math_mode
self.organize_left_to_right = organize_left_to_right
self.template = template
self.additional_preamble = additional_preamble
super().__init__(
height=height,
fill_color=fill_color,
fill_opacity=fill_opacity,
stroke_width=stroke_width,
path_string_config=path_string_config,
**kwargs
)
if self.height is None:
self.scale(SCALE_FACTOR_PER_FONT_POINT * self.font_size)
if self.organize_left_to_right:
self.organize_submobjects_left_to_right()
@property
def hash_seed(self) -> tuple:
return (
self.__class__.__name__,
self.svg_default,
self.path_string_config,
self.tex_string,
self.alignment,
self.math_mode,
self.template,
self.additional_preamble
)
def get_file_path(self) -> str:
content = self.get_tex_file_body(self.tex_string)
file_path = tex_content_to_svg_file(
content, self.template, self.additional_preamble, self.tex_string
)
return file_path
def get_tex_file_body(self, tex_string: str) -> str:
new_tex = self.get_modified_expression(tex_string)
if self.math_mode:
new_tex = "\\begin{align*}\n" + new_tex + "\n\\end{align*}"
return self.alignment + "\n" + new_tex
def get_modified_expression(self, tex_string: str) -> str:
return self.modify_special_strings(tex_string.strip())
def modify_special_strings(self, tex: str) -> str:
tex = tex.strip()
should_add_filler = reduce(op.or_, [
# Fraction line needs something to be over
tex == "\\over",
tex == "\\overline",
# Makesure sqrt has overbar
tex == "\\sqrt",
tex == "\\sqrt{",
# Need to add blank subscript or superscript
tex.endswith("_"),
tex.endswith("^"),
tex.endswith("dot"),
])
if should_add_filler:
filler = "{\\quad}"
tex += filler
should_add_double_filler = reduce(op.or_, [
tex == "\\overset",
# TODO: these can't be used since they change
# the latex draw order.
# tex == "\\frac", # you can use \\over as a alternative
# tex == "\\dfrac",
# tex == "\\binom",
])
if should_add_double_filler:
filler = "{\\quad}{\\quad}"
tex += filler
if tex == "\\substack":
tex = "\\quad"
if tex == "":
tex = "\\quad"
# To keep files from starting with a line break
if tex.startswith("\\\\"):
tex = tex.replace("\\\\", "\\quad\\\\")
tex = self.balance_braces(tex)
# Handle imbalanced \left and \right
num_lefts, num_rights = [
len([
s for s in tex.split(substr)[1:]
if s and s[0] in "(){}[]|.\\"
])
for substr in ("\\left", "\\right")
]
if num_lefts != num_rights:
tex = tex.replace("\\left", "\\big")
tex = tex.replace("\\right", "\\big")
for context in ["array"]:
begin_in = ("\\begin{%s}" % context) in tex
end_in = ("\\end{%s}" % context) in tex
if begin_in ^ end_in:
# Just turn this into a blank string,
# which means caller should leave a
# stray \\begin{...} with other symbols
tex = ""
return tex
def balance_braces(self, tex: str) -> str:
"""
Makes Tex resiliant to unmatched braces
"""
num_unclosed_brackets = 0
for i in range(len(tex)):
if i > 0 and tex[i - 1] == "\\":
# So as to not count '\{' type expressions
continue
char = tex[i]
if char == "{":
num_unclosed_brackets += 1
elif char == "}":
if num_unclosed_brackets == 0:
tex = "{" + tex
else:
num_unclosed_brackets -= 1
tex += num_unclosed_brackets * "}"
return tex
def get_tex(self) -> str:
return self.tex_string
def organize_submobjects_left_to_right(self):
self.sort(lambda p: p[0])
return self
class OldTex(SingleStringTex):
def __init__(
self,
*tex_strings: str,
arg_separator: str = "",
isolate: List[str] = [],
tex_to_color_map: Dict[str, ManimColor] = {},
**kwargs
):
self.tex_strings = self.break_up_tex_strings(
tex_strings,
substrings_to_isolate=[*isolate, *tex_to_color_map.keys()]
)
full_string = arg_separator.join(self.tex_strings)
super().__init__(full_string, **kwargs)
self.break_up_by_substrings(self.tex_strings)
self.set_color_by_tex_to_color_map(tex_to_color_map)
if self.organize_left_to_right:
self.organize_submobjects_left_to_right()
def break_up_tex_strings(self, tex_strings: Iterable[str], substrings_to_isolate: List[str] = []) -> Iterable[str]:
# Separate out any strings specified in the isolate
# or tex_to_color_map lists.
if len(substrings_to_isolate) == 0:
return tex_strings
patterns = (
"({})".format(re.escape(ss))
for ss in substrings_to_isolate
)
pattern = "|".join(patterns)
pieces = []
for s in tex_strings:
if pattern:
pieces.extend(re.split(pattern, s))
else:
pieces.append(s)
return list(filter(lambda s: s, pieces))
def break_up_by_substrings(self, tex_strings: Iterable[str]):
"""
Reorganize existing submojects one layer
deeper based on the structure of tex_strings (as a list
of tex_strings)
"""
if len(list(tex_strings)) == 1:
submob = self.copy()
self.set_submobjects([submob])
return self
new_submobjects = []
curr_index = 0
for tex_string in tex_strings:
tex_string = tex_string.strip()
if len(tex_string) == 0:
continue
sub_tex_mob = SingleStringTex(tex_string, math_mode=self.math_mode)
num_submobs = len(sub_tex_mob)
if num_submobs == 0:
continue
new_index = curr_index + num_submobs
sub_tex_mob.set_submobjects(self.submobjects[curr_index:new_index])
new_submobjects.append(sub_tex_mob)
curr_index = new_index
self.set_submobjects(new_submobjects)
return self
def get_parts_by_tex(
self,
tex: str,
substring: bool = True,
case_sensitive: bool = True
) -> VGroup:
def test(tex1, tex2):
if not case_sensitive:
tex1 = tex1.lower()
tex2 = tex2.lower()
if substring:
return tex1 in tex2
else:
return tex1 == tex2
return VGroup(*filter(
lambda m: isinstance(m, SingleStringTex) and test(tex, m.get_tex()),
self.submobjects
))
def get_part_by_tex(self, tex: str, **kwargs) -> SingleStringTex | None:
all_parts = self.get_parts_by_tex(tex, **kwargs)
return all_parts[0] if all_parts else None
def set_color_by_tex(self, tex: str, color: ManimColor, **kwargs):
self.get_parts_by_tex(tex, **kwargs).set_color(color)
return self
def set_color_by_tex_to_color_map(
self,
tex_to_color_map: dict[str, ManimColor],
**kwargs
):
for tex, color in list(tex_to_color_map.items()):
self.set_color_by_tex(tex, color, **kwargs)
return self
def index_of_part(self, part: SingleStringTex, start: int = 0) -> int:
return self.submobjects.index(part, start)
def index_of_part_by_tex(self, tex: str, start: int = 0, **kwargs) -> int:
part = self.get_part_by_tex(tex, **kwargs)
return self.index_of_part(part, start)
def slice_by_tex(
self,
start_tex: str | None = None,
stop_tex: str | None = None,
**kwargs
) -> VGroup:
if start_tex is None:
start_index = 0
else:
start_index = self.index_of_part_by_tex(start_tex, **kwargs)
if stop_tex is None:
return self[start_index:]
else:
stop_index = self.index_of_part_by_tex(stop_tex, start=start_index, **kwargs)
return self[start_index:stop_index]
def sort_alphabetically(self) -> None:
self.submobjects.sort(key=lambda m: m.get_tex())
def set_bstroke(self, color: ManimColor = BLACK, width: float = 4):
self.set_stroke(color, width, background=True)
return self
class OldTexText(OldTex):
def __init__(
self,
*tex_strings: str,
math_mode: bool = False,
arg_separator: str = "",
**kwargs
):
super().__init__(
*tex_strings,
math_mode=math_mode,
arg_separator=arg_separator,
**kwargs
)
|
manim_3b1b/manimlib/mobject/svg/brace.py
|
from __future__ import annotations
import math
import copy
import numpy as np
from manimlib.constants import DEFAULT_MOBJECT_TO_MOBJECT_BUFFER, SMALL_BUFF
from manimlib.constants import DOWN, LEFT, ORIGIN, RIGHT, UP, DL, DR, UL
from manimlib.constants import PI
from manimlib.animation.composition import AnimationGroup
from manimlib.animation.fading import FadeIn
from manimlib.animation.growing import GrowFromCenter
from manimlib.mobject.svg.tex_mobject import Tex
from manimlib.mobject.svg.tex_mobject import TexText
from manimlib.mobject.svg.text_mobject import Text
from manimlib.mobject.types.vectorized_mobject import VGroup
from manimlib.mobject.types.vectorized_mobject import VMobject
from manimlib.utils.iterables import listify
from manimlib.utils.space_ops import get_norm
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Iterable
from manimlib.animation.animation import Animation
from manimlib.mobject.mobject import Mobject
from manimlib.typing import Vect3
class Brace(Tex):
def __init__(
self,
mobject: Mobject,
direction: Vect3 = DOWN,
buff: float = 0.2,
tex_string: str = R"\underbrace{\qquad}",
**kwargs
):
super().__init__(tex_string, **kwargs)
angle = -math.atan2(*direction[:2]) + PI
mobject.rotate(-angle, about_point=ORIGIN)
left = mobject.get_corner(DL)
right = mobject.get_corner(DR)
target_width = right[0] - left[0]
self.tip_point_index = np.argmin(self.get_all_points()[:, 1])
self.set_initial_width(target_width)
self.shift(left - self.get_corner(UL) + buff * DOWN)
for mob in mobject, self:
mob.rotate(angle, about_point=ORIGIN)
def set_initial_width(self, width: float):
width_diff = width - self.get_width()
if width_diff > 0:
for tip, rect, vect in [(self[0], self[1], RIGHT), (self[5], self[4], LEFT)]:
rect.set_width(
width_diff / 2 + rect.get_width(),
about_edge=vect, stretch=True
)
tip.shift(-width_diff / 2 * vect)
else:
self.set_width(width, stretch=True)
return self
def put_at_tip(
self,
mob: Mobject,
use_next_to: bool = True,
**kwargs
):
if use_next_to:
mob.next_to(
self.get_tip(),
np.round(self.get_direction()),
**kwargs
)
else:
mob.move_to(self.get_tip())
buff = kwargs.get("buff", DEFAULT_MOBJECT_TO_MOBJECT_BUFFER)
shift_distance = mob.get_width() / 2.0 + buff
mob.shift(self.get_direction() * shift_distance)
return self
def get_text(self, text: str, **kwargs) -> Text:
buff = kwargs.pop("buff", SMALL_BUFF)
text_mob = Text(text, **kwargs)
self.put_at_tip(text_mob, buff=buff)
return text_mob
def get_tex(self, *tex: str, **kwargs) -> Tex:
tex_mob = Tex(*tex)
self.put_at_tip(tex_mob, **kwargs)
return tex_mob
def get_tip(self) -> np.ndarray:
# Very specific to the LaTeX representation
# of a brace, but it's the only way I can think
# of to get the tip regardless of orientation.
return self.get_all_points()[self.tip_point_index]
def get_direction(self) -> np.ndarray:
vect = self.get_tip() - self.get_center()
return vect / get_norm(vect)
class BraceLabel(VMobject):
label_constructor: type = Tex
def __init__(
self,
obj: VMobject | list[VMobject],
text: str | Iterable[str],
brace_direction: np.ndarray = DOWN,
label_scale: float = 1.0,
label_buff: float = DEFAULT_MOBJECT_TO_MOBJECT_BUFFER,
**kwargs
) -> None:
super().__init__(**kwargs)
self.brace_direction = brace_direction
self.label_scale = label_scale
self.label_buff = label_buff
if isinstance(obj, list):
obj = VGroup(*obj)
self.brace = Brace(obj, brace_direction, **kwargs)
self.label = self.label_constructor(*listify(text), **kwargs)
self.label.scale(self.label_scale)
self.brace.put_at_tip(self.label, buff=self.label_buff)
self.set_submobjects([self.brace, self.label])
def creation_anim(
self,
label_anim: Animation = FadeIn,
brace_anim: Animation = GrowFromCenter
) -> AnimationGroup:
return AnimationGroup(brace_anim(self.brace), label_anim(self.label))
def shift_brace(self, obj: VMobject | list[VMobject], **kwargs):
if isinstance(obj, list):
obj = VMobject(*obj)
self.brace = Brace(obj, self.brace_direction, **kwargs)
self.brace.put_at_tip(self.label)
self.submobjects[0] = self.brace
return self
def change_label(self, *text: str, **kwargs):
self.label = self.label_constructor(*text, **kwargs)
if self.label_scale != 1:
self.label.scale(self.label_scale)
self.brace.put_at_tip(self.label)
self.submobjects[1] = self.label
return self
def change_brace_label(self, obj: VMobject | list[VMobject], *text: str):
self.shift_brace(obj)
self.change_label(*text)
return self
def copy(self):
copy_mobject = copy.copy(self)
copy_mobject.brace = self.brace.copy()
copy_mobject.label = self.label.copy()
copy_mobject.set_submobjects([copy_mobject.brace, copy_mobject.label])
return copy_mobject
class BraceText(BraceLabel):
label_constructor: type = TexText
|
manim_3b1b/manimlib/mobject/svg/string_mobject.py
|
from __future__ import annotations
from abc import ABC, abstractmethod
import itertools as it
import re
from scipy.optimize import linear_sum_assignment
from scipy.spatial.distance import cdist
from manimlib.constants import WHITE
from manimlib.logger import log
from manimlib.mobject.svg.svg_mobject import SVGMobject
from manimlib.mobject.types.vectorized_mobject import VMobject
from manimlib.mobject.types.vectorized_mobject import VGroup
from manimlib.utils.color import color_to_hex
from manimlib.utils.color import hex_to_int
from manimlib.utils.color import int_to_hex
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Callable
from manimlib.typing import ManimColor, Span, Selector
class StringMobject(SVGMobject, ABC):
"""
An abstract base class for `Tex` and `MarkupText`
This class aims to optimize the logic of "slicing submobjects
via substrings". This could be much clearer and more user-friendly
than slicing through numerical indices explicitly.
Users are expected to specify substrings in `isolate` parameter
if they want to do anything with their corresponding submobjects.
`isolate` parameter can be either a string, a `re.Pattern` object,
or a 2-tuple containing integers or None, or a collection of the above.
Note, substrings specified cannot *partly* overlap with each other.
Each instance of `StringMobject` may generate 2 svg files.
The additional one is generated with some color commands inserted,
so that each submobject of the original `SVGMobject` will be labelled
by the color of its paired submobject from the additional `SVGMobject`.
"""
height = None
def __init__(
self,
string: str,
fill_color: ManimColor = WHITE,
fill_border_width: float = 0.5,
stroke_color: ManimColor = WHITE,
stroke_width: float = 0,
base_color: ManimColor = WHITE,
isolate: Selector = (),
protect: Selector = (),
# When set to true, only the labelled svg is
# rendered, and its contents are used directly
# for the body of this String Mobject
use_labelled_svg: bool = False,
**kwargs
):
self.string = string
self.base_color = base_color or WHITE
self.isolate = isolate
self.protect = protect
self.use_labelled_svg = use_labelled_svg
self.parse()
super().__init__(**kwargs)
self.set_stroke(stroke_color, stroke_width)
self.set_fill(fill_color, border_width=fill_border_width)
self.note_changed_stroke()
self.labels = [submob.label for submob in self.submobjects]
def get_file_path(self, is_labelled: bool = False) -> str:
is_labelled = is_labelled or self.use_labelled_svg
return self.get_file_path_by_content(self.get_content(is_labelled))
@abstractmethod
def get_file_path_by_content(self, content: str) -> str:
return ""
def assign_labels_by_color(self, mobjects: list[VMobject]) -> None:
"""
Assuming each mobject in the list `mobjects` has a fill color
meant to represent a numerical label, this assigns those
those numerical labels to each mobject as an attribute
"""
labels_count = len(self.labelled_spans)
if labels_count == 1:
for mob in mobjects:
mob.label = 0
return
unrecognizable_colors = []
for mob in mobjects:
label = hex_to_int(color_to_hex(mob.get_fill_color()))
if label >= labels_count:
unrecognizable_colors.append(label)
label = 0
mob.label = label
if unrecognizable_colors:
log.warning(
"Unrecognizable color labels detected (%s). " + \
"The result could be unexpected.",
", ".join(
int_to_hex(color)
for color in unrecognizable_colors
)
)
def mobjects_from_file(self, file_path: str) -> list[VMobject]:
submobs = super().mobjects_from_file(file_path)
if self.use_labelled_svg:
# This means submobjects are colored according to spans
self.assign_labels_by_color(submobs)
return submobs
# Otherwise, submobs are not colored, so generate a new list
# of submobject which are and use those for labels
unlabelled_submobs = submobs
labelled_content = self.get_content(is_labelled=True)
labelled_file = self.get_file_path_by_content(labelled_content)
labelled_submobs = super().mobjects_from_file(labelled_file)
self.labelled_submobs = labelled_submobs
self.unlabelled_submobs = unlabelled_submobs
self.assign_labels_by_color(labelled_submobs)
self.rearrange_submobjects_by_positions(labelled_submobs, unlabelled_submobs)
for usm, lsm in zip(unlabelled_submobs, labelled_submobs):
usm.label = lsm.label
if len(unlabelled_submobs) != len(labelled_submobs):
log.warning(
"Cannot align submobjects of the labelled svg " + \
"to the original svg. Skip the labelling process."
)
for usm in unlabelled_submobs:
usm.label = 0
return unlabelled_submobs
return unlabelled_submobs
def rearrange_submobjects_by_positions(
self, labelled_submobs: list[VMobject], unlabelled_submobs: list[VMobject],
) -> None:
"""
Rearrange `labeleled_submobjects` so that each submobject
is labelled by the nearest one of `unlabelled_submobs`.
The correctness cannot be ensured, since the svg may
change significantly after inserting color commands.
"""
if len(labelled_submobs) == 0:
return
labelled_svg = VGroup(*labelled_submobs)
labelled_svg.replace(VGroup(*unlabelled_submobs))
distance_matrix = cdist(
[submob.get_center() for submob in unlabelled_submobs],
[submob.get_center() for submob in labelled_submobs]
)
_, indices = linear_sum_assignment(distance_matrix)
labelled_submobs[:] = [labelled_submobs[index] for index in indices]
# Toolkits
def find_spans_by_selector(self, selector: Selector) -> list[Span]:
def find_spans_by_single_selector(sel):
if isinstance(sel, str):
return [
match_obj.span()
for match_obj in re.finditer(re.escape(sel), self.string)
]
if isinstance(sel, re.Pattern):
return [
match_obj.span()
for match_obj in sel.finditer(self.string)
]
if isinstance(sel, tuple) and len(sel) == 2 and all(
isinstance(index, int) or index is None
for index in sel
):
l = len(self.string)
span = tuple(
default_index if index is None else
min(index, l) if index >= 0 else max(index + l, 0)
for index, default_index in zip(sel, (0, l))
)
return [span]
return None
result = find_spans_by_single_selector(selector)
if result is None:
result = []
for sel in selector:
spans = find_spans_by_single_selector(sel)
if spans is None:
raise TypeError(f"Invalid selector: '{sel}'")
result.extend(spans)
return list(filter(lambda span: span[0] <= span[1], result))
@staticmethod
def span_contains(span_0: Span, span_1: Span) -> bool:
return span_0[0] <= span_1[0] and span_0[1] >= span_1[1]
# Parsing
def parse(self) -> None:
def get_substr(span: Span) -> str:
return self.string[slice(*span)]
configured_items = self.get_configured_items()
isolated_spans = self.find_spans_by_selector(self.isolate)
protected_spans = self.find_spans_by_selector(self.protect)
command_matches = self.get_command_matches(self.string)
def get_key(category, i, flag):
def get_span_by_category(category, i):
if category == 0:
return configured_items[i][0]
if category == 1:
return isolated_spans[i]
if category == 2:
return protected_spans[i]
return command_matches[i].span()
index, paired_index = get_span_by_category(category, i)[::flag]
return (
index,
flag * (2 if index != paired_index else -1),
-paired_index,
flag * category,
flag * i
)
index_items = sorted([
(category, i, flag)
for category, item_length in enumerate((
len(configured_items),
len(isolated_spans),
len(protected_spans),
len(command_matches)
))
for i in range(item_length)
for flag in (1, -1)
], key=lambda t: get_key(*t))
inserted_items = []
labelled_items = []
overlapping_spans = []
level_mismatched_spans = []
label = 1
protect_level = 0
bracket_stack = [0]
bracket_count = 0
open_command_stack = []
open_stack = []
for category, i, flag in index_items:
if category >= 2:
protect_level += flag
if flag == 1 or category == 2:
continue
inserted_items.append((i, 0))
command_match = command_matches[i]
command_flag = self.get_command_flag(command_match)
if command_flag == 1:
bracket_count += 1
bracket_stack.append(bracket_count)
open_command_stack.append((len(inserted_items), i))
continue
if command_flag == 0:
continue
pos, i_ = open_command_stack.pop()
bracket_stack.pop()
open_command_match = command_matches[i_]
attr_dict = self.get_attr_dict_from_command_pair(
open_command_match, command_match
)
if attr_dict is None:
continue
span = (open_command_match.end(), command_match.start())
labelled_items.append((span, attr_dict))
inserted_items.insert(pos, (label, 1))
inserted_items.insert(-1, (label, -1))
label += 1
continue
if flag == 1:
open_stack.append((
len(inserted_items), category, i,
protect_level, bracket_stack.copy()
))
continue
span, attr_dict = configured_items[i] \
if category == 0 else (isolated_spans[i], {})
pos, category_, i_, protect_level_, bracket_stack_ \
= open_stack.pop()
if category_ != category or i_ != i:
overlapping_spans.append(span)
continue
if protect_level_ or protect_level:
continue
if bracket_stack_ != bracket_stack:
level_mismatched_spans.append(span)
continue
labelled_items.append((span, attr_dict))
inserted_items.insert(pos, (label, 1))
inserted_items.append((label, -1))
label += 1
labelled_items.insert(0, ((0, len(self.string)), {}))
inserted_items.insert(0, (0, 1))
inserted_items.append((0, -1))
if overlapping_spans:
log.warning(
"Partly overlapping substrings detected: %s",
", ".join(
f"'{get_substr(span)}'"
for span in overlapping_spans
)
)
if level_mismatched_spans:
log.warning(
"Cannot handle substrings: %s",
", ".join(
f"'{get_substr(span)}'"
for span in level_mismatched_spans
)
)
def reconstruct_string(
start_item: tuple[int, int],
end_item: tuple[int, int],
command_replace_func: Callable[[re.Match], str],
command_insert_func: Callable[[int, int, dict[str, str]], str]
) -> str:
def get_edge_item(i: int, flag: int) -> tuple[Span, str]:
if flag == 0:
match_obj = command_matches[i]
return (
match_obj.span(),
command_replace_func(match_obj)
)
span, attr_dict = labelled_items[i]
index = span[flag < 0]
return (
(index, index),
command_insert_func(i, flag, attr_dict)
)
items = [
get_edge_item(i, flag)
for i, flag in inserted_items[slice(
inserted_items.index(start_item),
inserted_items.index(end_item) + 1
)]
]
pieces = [
get_substr((start, end))
for start, end in zip(
[interval_end for (_, interval_end), _ in items[:-1]],
[interval_start for (interval_start, _), _ in items[1:]]
)
]
interval_pieces = [piece for _, piece in items[1:-1]]
return "".join(it.chain(*zip(pieces, (*interval_pieces, ""))))
self.labelled_spans = [span for span, _ in labelled_items]
self.reconstruct_string = reconstruct_string
def get_content(self, is_labelled: bool) -> str:
content = self.reconstruct_string(
(0, 1), (0, -1),
self.replace_for_content,
lambda label, flag, attr_dict: self.get_command_string(
attr_dict,
is_end=flag < 0,
label_hex=int_to_hex(label) if is_labelled else None
)
)
prefix, suffix = self.get_content_prefix_and_suffix(
is_labelled=is_labelled
)
return "".join((prefix, content, suffix))
@staticmethod
@abstractmethod
def get_command_matches(string: str) -> list[re.Match]:
return []
@staticmethod
@abstractmethod
def get_command_flag(match_obj: re.Match) -> int:
return 0
@staticmethod
@abstractmethod
def replace_for_content(match_obj: re.Match) -> str:
return ""
@staticmethod
@abstractmethod
def replace_for_matching(match_obj: re.Match) -> str:
return ""
@staticmethod
@abstractmethod
def get_attr_dict_from_command_pair(
open_command: re.Match, close_command: re.Match,
) -> dict[str, str] | None:
return None
@abstractmethod
def get_configured_items(self) -> list[tuple[Span, dict[str, str]]]:
return []
@staticmethod
@abstractmethod
def get_command_string(
attr_dict: dict[str, str], is_end: bool, label_hex: str | None
) -> str:
return ""
@abstractmethod
def get_content_prefix_and_suffix(
self, is_labelled: bool
) -> tuple[str, str]:
return "", ""
# Selector
def get_submob_indices_list_by_span(
self, arbitrary_span: Span
) -> list[int]:
return [
submob_index
for submob_index, label in enumerate(self.labels)
if self.span_contains(arbitrary_span, self.labelled_spans[label])
]
def get_specified_part_items(self) -> list[tuple[str, list[int]]]:
return [
(
self.string[slice(*span)],
self.get_submob_indices_list_by_span(span)
)
for span in self.labelled_spans[1:]
]
def get_specified_substrings(self) -> list[str]:
substrs = [
self.string[slice(*span)]
for span in self.labelled_spans[1:]
]
# Use dict.fromkeys to remove duplicates while retaining order
return list(dict.fromkeys(substrs).keys())
def get_group_part_items(self) -> list[tuple[str, list[int]]]:
if not self.labels:
return []
def get_neighbouring_pairs(vals):
return list(zip(vals[:-1], vals[1:]))
range_lens, group_labels = zip(*(
(len(list(grouper)), val)
for val, grouper in it.groupby(self.labels)
))
submob_indices_lists = [
list(range(*submob_range))
for submob_range in get_neighbouring_pairs(
[0, *it.accumulate(range_lens)]
)
]
labelled_spans = self.labelled_spans
start_items = [
(group_labels[0], 1),
*(
(curr_label, 1)
if self.span_contains(
labelled_spans[prev_label], labelled_spans[curr_label]
)
else (prev_label, -1)
for prev_label, curr_label in get_neighbouring_pairs(
group_labels
)
)
]
end_items = [
*(
(curr_label, -1)
if self.span_contains(
labelled_spans[next_label], labelled_spans[curr_label]
)
else (next_label, 1)
for curr_label, next_label in get_neighbouring_pairs(
group_labels
)
),
(group_labels[-1], -1)
]
group_substrs = [
re.sub(r"\s+", "", self.reconstruct_string(
start_item, end_item,
self.replace_for_matching,
lambda label, flag, attr_dict: ""
))
for start_item, end_item in zip(start_items, end_items)
]
return list(zip(group_substrs, submob_indices_lists))
def get_submob_indices_lists_by_selector(
self, selector: Selector
) -> list[list[int]]:
return list(filter(
lambda indices_list: indices_list,
[
self.get_submob_indices_list_by_span(span)
for span in self.find_spans_by_selector(selector)
]
))
def build_parts_from_indices_lists(
self, indices_lists: list[list[int]]
) -> VGroup:
return VGroup(*(
VGroup(*(
self.submobjects[submob_index]
for submob_index in indices_list
))
for indices_list in indices_lists
))
def build_groups(self) -> VGroup:
return self.build_parts_from_indices_lists([
indices_list
for _, indices_list in self.get_group_part_items()
])
def select_parts(self, selector: Selector) -> VGroup:
specified_substrings = self.get_specified_substrings()
if isinstance(selector, (str, re.Pattern)) and selector not in specified_substrings:
return self.select_unisolated_substring(selector)
indices_list = self.get_submob_indices_lists_by_selector(selector)
return self.build_parts_from_indices_lists(indices_list)
def __getitem__(self, value: int | slice | Selector) -> VMobject:
if isinstance(value, (int, slice)):
return super().__getitem__(value)
return self.select_parts(value)
def select_part(self, selector: Selector, index: int = 0) -> VMobject:
return self.select_parts(selector)[index]
def substr_to_path_count(self, substr: str) -> int:
return len(re.sub(r"\s", "", substr))
def get_symbol_substrings(self):
return list(re.sub(r"\s", "", self.string))
def select_unisolated_substring(self, pattern: str | re.Pattern) -> VGroup:
if isinstance(pattern, str):
pattern = re.compile(re.escape(pattern))
result = []
for match in re.finditer(pattern, self.string):
index = match.start()
start = self.substr_to_path_count(self.string[:index])
substr = match.group()
end = start + self.substr_to_path_count(substr)
result.append(self[start:end])
return VGroup(*result)
def set_parts_color(self, selector: Selector, color: ManimColor):
self.select_parts(selector).set_color(color)
return self
def set_parts_color_by_dict(self, color_map: dict[Selector, ManimColor]):
for selector, color in color_map.items():
self.set_parts_color(selector, color)
return self
def get_string(self) -> str:
return self.string
|
manim_3b1b/manimlib/mobject/svg/special_tex.py
|
from __future__ import annotations
from manimlib.constants import MED_SMALL_BUFF, WHITE, GREY_C
from manimlib.constants import DOWN, LEFT, RIGHT, UP
from manimlib.constants import FRAME_WIDTH
from manimlib.constants import MED_LARGE_BUFF, SMALL_BUFF
from manimlib.mobject.geometry import Line
from manimlib.mobject.types.vectorized_mobject import VGroup
from manimlib.mobject.svg.tex_mobject import TexText
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from manimlib.typing import ManimColor, Vect3
class BulletedList(VGroup):
def __init__(
self,
*items: str,
buff: float = MED_LARGE_BUFF,
aligned_edge: Vect3 = LEFT,
**kwargs
):
labelled_content = [R"\item " + item for item in items]
tex_string = "\n".join([
R"\begin{itemize}",
*labelled_content,
R"\end{itemize}"
])
tex_text = TexText(tex_string, isolate=labelled_content, **kwargs)
lines = (tex_text.select_part(part) for part in labelled_content)
super().__init__(*lines)
self.arrange(DOWN, buff=buff, aligned_edge=aligned_edge)
def fade_all_but(self, index: int, opacity: float = 0.25) -> None:
for i, part in enumerate(self.submobjects):
part.set_fill(opacity=(1.0 if i == index else opacity))
class TexTextFromPresetString(TexText):
tex: str = ""
default_color: ManimColor = WHITE
def __init__(self, **kwargs):
super().__init__(
self.tex,
color=kwargs.pop("color", self.default_color),
**kwargs
)
class Title(TexText):
def __init__(
self,
*text_parts: str,
font_size: int = 72,
include_underline: bool = True,
underline_width: float = FRAME_WIDTH - 2,
# This will override underline_width
match_underline_width_to_text: bool = False,
underline_buff: float = SMALL_BUFF,
underline_style: dict = dict(stroke_width=2, stroke_color=GREY_C),
**kwargs
):
super().__init__(*text_parts, font_size=font_size, **kwargs)
self.to_edge(UP, buff=MED_SMALL_BUFF)
if include_underline:
underline = Line(LEFT, RIGHT, **underline_style)
underline.next_to(self, DOWN, buff=underline_buff)
if match_underline_width_to_text:
underline.match_width(self)
else:
underline.set_width(underline_width)
self.add(underline)
self.underline = underline
|
manim_3b1b/manimlib/mobject/svg/tex_mobject.py
|
from __future__ import annotations
import re
from manimlib.mobject.svg.string_mobject import StringMobject
from manimlib.mobject.types.vectorized_mobject import VGroup
from manimlib.mobject.types.vectorized_mobject import VMobject
from manimlib.utils.color import color_to_hex
from manimlib.utils.color import hex_to_int
from manimlib.utils.tex_file_writing import tex_content_to_svg_file
from manimlib.utils.tex import num_tex_symbols
from manimlib.logger import log
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from manimlib.typing import ManimColor, Span, Selector
SCALE_FACTOR_PER_FONT_POINT = 0.001
class Tex(StringMobject):
tex_environment: str = "align*"
def __init__(
self,
*tex_strings: str,
font_size: int = 48,
alignment: str = R"\centering",
template: str = "",
additional_preamble: str = "",
tex_to_color_map: dict = dict(),
t2c: dict = dict(),
isolate: Selector = [],
use_labelled_svg: bool = True,
**kwargs
):
# Combine multi-string arg, but mark them to isolate
if len(tex_strings) > 1:
if isinstance(isolate, (str, re.Pattern, tuple)):
isolate = [isolate]
isolate = [*isolate, *tex_strings]
tex_string = (" ".join(tex_strings)).strip()
# Prevent from passing an empty string.
if not tex_string.strip():
tex_string = R"\\"
self.tex_string = tex_string
self.alignment = alignment
self.template = template
self.additional_preamble = additional_preamble
self.tex_to_color_map = dict(**t2c, **tex_to_color_map)
super().__init__(
tex_string,
use_labelled_svg=use_labelled_svg,
isolate=isolate,
**kwargs
)
self.set_color_by_tex_to_color_map(self.tex_to_color_map)
self.scale(SCALE_FACTOR_PER_FONT_POINT * font_size)
@property
def hash_seed(self) -> tuple:
return (
self.__class__.__name__,
self.svg_default,
self.path_string_config,
self.base_color,
self.isolate,
self.protect,
self.tex_string,
self.alignment,
self.tex_environment,
self.tex_to_color_map,
self.template,
self.additional_preamble
)
def get_file_path_by_content(self, content: str) -> str:
return tex_content_to_svg_file(
content, self.template, self.additional_preamble, self.tex_string
)
# Parsing
@staticmethod
def get_command_matches(string: str) -> list[re.Match]:
# Lump together adjacent brace pairs
pattern = re.compile(r"""
(?P<command>\\(?:[a-zA-Z]+|.))
|(?P<open>{+)
|(?P<close>}+)
""", flags=re.X | re.S)
result = []
open_stack = []
for match_obj in pattern.finditer(string):
if match_obj.group("open"):
open_stack.append((match_obj.span(), len(result)))
elif match_obj.group("close"):
close_start, close_end = match_obj.span()
while True:
if not open_stack:
raise ValueError("Missing '{' inserted")
(open_start, open_end), index = open_stack.pop()
n = min(open_end - open_start, close_end - close_start)
result.insert(index, pattern.fullmatch(
string, pos=open_end - n, endpos=open_end
))
result.append(pattern.fullmatch(
string, pos=close_start, endpos=close_start + n
))
close_start += n
if close_start < close_end:
continue
open_end -= n
if open_start < open_end:
open_stack.append(((open_start, open_end), index))
break
else:
result.append(match_obj)
if open_stack:
raise ValueError("Missing '}' inserted")
return result
@staticmethod
def get_command_flag(match_obj: re.Match) -> int:
if match_obj.group("open"):
return 1
if match_obj.group("close"):
return -1
return 0
@staticmethod
def replace_for_content(match_obj: re.Match) -> str:
return match_obj.group()
@staticmethod
def replace_for_matching(match_obj: re.Match) -> str:
if match_obj.group("command"):
return match_obj.group()
return ""
@staticmethod
def get_attr_dict_from_command_pair(
open_command: re.Match, close_command: re.Match
) -> dict[str, str] | None:
if len(open_command.group()) >= 2:
return {}
return None
def get_configured_items(self) -> list[tuple[Span, dict[str, str]]]:
return [
(span, {})
for selector in self.tex_to_color_map
for span in self.find_spans_by_selector(selector)
]
@staticmethod
def get_color_command(rgb_hex: str) -> str:
rgb = hex_to_int(rgb_hex)
rg, b = divmod(rgb, 256)
r, g = divmod(rg, 256)
return f"\\color[RGB]{{{r}, {g}, {b}}}"
@staticmethod
def get_command_string(
attr_dict: dict[str, str], is_end: bool, label_hex: str | None
) -> str:
if label_hex is None:
return ""
if is_end:
return "}}"
return "{{" + Tex.get_color_command(label_hex)
def get_content_prefix_and_suffix(
self, is_labelled: bool
) -> tuple[str, str]:
prefix_lines = []
suffix_lines = []
if not is_labelled:
prefix_lines.append(self.get_color_command(
color_to_hex(self.base_color)
))
if self.alignment:
prefix_lines.append(self.alignment)
if self.tex_environment:
prefix_lines.append(f"\\begin{{{self.tex_environment}}}")
suffix_lines.append(f"\\end{{{self.tex_environment}}}")
return (
"".join([line + "\n" for line in prefix_lines]),
"".join(["\n" + line for line in suffix_lines])
)
# Method alias
def get_parts_by_tex(self, selector: Selector) -> VGroup:
return self.select_parts(selector)
def get_part_by_tex(self, selector: Selector, index: int = 0) -> VMobject:
return self.select_part(selector, index)
def set_color_by_tex(self, selector: Selector, color: ManimColor):
return self.set_parts_color(selector, color)
def set_color_by_tex_to_color_map(
self, color_map: dict[Selector, ManimColor]
):
return self.set_parts_color_by_dict(color_map)
def get_tex(self) -> str:
return self.get_string()
# Specific to Tex
def substr_to_path_count(self, substr: str) -> int:
tex = self.get_tex()
if len(self) != num_tex_symbols(tex):
log.warning(f"Estimated size of {tex} does not match true size")
return num_tex_symbols(substr)
def get_symbol_substrings(self):
pattern = "|".join((
# Tex commands
r"\\[a-zA-Z]+",
# And most single characters, with these exceptions
r"[^\^\{\}\s\_\$\\\&]",
))
return re.findall(pattern, self.string)
def make_number_changable(
self,
value: float | int | str,
index: int = 0,
replace_all: bool = False,
**config,
) -> VMobject:
substr = str(value)
parts = self.select_parts(substr)
if len(parts) == 0:
log.warning(f"{value} not found in Tex.make_number_changable call")
return VMobject()
if index > len(parts) - 1:
log.warning(f"Requested {index}th occurance of {value}, but only {len(parts)} exist")
return VMobject()
if not replace_all:
parts = [parts[index]]
from manimlib.mobject.numbers import DecimalNumber
decimal_mobs = []
for part in parts:
if "." in substr:
num_decimal_places = len(substr.split(".")[1])
else:
num_decimal_places = 0
decimal_mob = DecimalNumber(
float(value),
num_decimal_places=num_decimal_places,
**config,
)
decimal_mob.replace(part)
decimal_mob.match_style(part)
if len(part) > 1:
self.remove(*part[1:])
self.replace_submobject(self.submobjects.index(part[0]), decimal_mob)
decimal_mobs.append(decimal_mob)
# Replace substr with something that looks like a tex command. This
# is to ensure Tex.substr_to_path_count counts it correctly.
self.string = self.string.replace(substr, R"\decimalmob", 1)
if replace_all:
return VGroup(*decimal_mobs)
return decimal_mobs[index]
class TexText(Tex):
tex_environment: str = ""
|
manim_3b1b/manimlib/mobject/types/surface.py
|
from __future__ import annotations
import moderngl
import numpy as np
from manimlib.constants import GREY
from manimlib.constants import OUT
from manimlib.mobject.mobject import Mobject
from manimlib.utils.bezier import integer_interpolate
from manimlib.utils.bezier import interpolate
from manimlib.utils.images import get_full_raster_image_path
from manimlib.utils.iterables import listify
from manimlib.utils.iterables import resize_with_interpolation
from manimlib.utils.space_ops import normalize_along_axis
from manimlib.utils.space_ops import cross
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Callable, Iterable, Sequence, Tuple
from manimlib.camera.camera import Camera
from manimlib.typing import ManimColor, Vect3, Vect3Array, Self
class Surface(Mobject):
render_primitive: int = moderngl.TRIANGLES
shader_folder: str = "surface"
shader_dtype: np.dtype = np.dtype([
('point', np.float32, (3,)),
('normal', np.float32, (3,)),
('rgba', np.float32, (4,)),
])
def __init__(
self,
color: ManimColor = GREY,
shading: Tuple[float, float, float] = (0.3, 0.2, 0.4),
depth_test: bool = True,
u_range: Tuple[float, float] = (0.0, 1.0),
v_range: Tuple[float, float] = (0.0, 1.0),
# Resolution counts number of points sampled, which for
# each coordinate is one more than the the number of
# rows/columns of approximating squares
resolution: Tuple[int, int] = (101, 101),
prefered_creation_axis: int = 1,
# For du and dv steps. Much smaller and numerical error
# can crop up in the shaders.
epsilon: float = 1e-5,
**kwargs
):
self.u_range = u_range
self.v_range = v_range
self.resolution = resolution
self.prefered_creation_axis = prefered_creation_axis
self.epsilon = epsilon
super().__init__(
**kwargs,
color=color,
shading=shading,
depth_test=depth_test,
)
self.compute_triangle_indices()
def init_uniforms(self):
super().init_uniforms()
self.uniforms["clip_plane"] = np.zeros(4)
def uv_func(self, u: float, v: float) -> tuple[float, float, float]:
# To be implemented in subclasses
return (u, v, 0.0)
@Mobject.affects_data
def init_points(self):
dim = self.dim
nu, nv = self.resolution
u_range = np.linspace(*self.u_range, nu)
v_range = np.linspace(*self.v_range, nv)
# Get three lists:
# - Points generated by pure uv values
# - Those generated by values nudged by du
# - Those generated by values nudged by dv
uv_grid = np.array([[[u, v] for v in v_range] for u in u_range])
uv_plus_du = uv_grid.copy()
uv_plus_du[:, :, 0] += self.epsilon
uv_plus_dv = uv_grid.copy()
uv_plus_dv[:, :, 1] += self.epsilon
points, du_points, dv_points = [
np.apply_along_axis(
lambda p: self.uv_func(*p), 2, grid
).reshape((nu * nv, dim))
for grid in (uv_grid, uv_plus_du, uv_plus_dv)
]
self.set_points(points)
self.data["normal"] = normalize_along_axis(cross(
(du_points - points) / self.epsilon,
(dv_points - points) / self.epsilon,
), 1)
def apply_points_function(self, *args, **kwargs) -> Self:
super().apply_points_function(*args, **kwargs)
self.get_unit_normals()
return self
def compute_triangle_indices(self) -> np.ndarray:
# TODO, if there is an event which changes
# the resolution of the surface, make sure
# this is called.
nu, nv = self.resolution
if nu == 0 or nv == 0:
self.triangle_indices = np.zeros(0, dtype=int)
return self.triangle_indices
index_grid = np.arange(nu * nv).reshape((nu, nv))
indices = np.zeros(6 * (nu - 1) * (nv - 1), dtype=int)
indices[0::6] = index_grid[:-1, :-1].flatten() # Top left
indices[1::6] = index_grid[+1:, :-1].flatten() # Bottom left
indices[2::6] = index_grid[:-1, +1:].flatten() # Top right
indices[3::6] = index_grid[:-1, +1:].flatten() # Top right
indices[4::6] = index_grid[+1:, :-1].flatten() # Bottom left
indices[5::6] = index_grid[+1:, +1:].flatten() # Bottom right
self.triangle_indices = indices
return self.triangle_indices
def get_triangle_indices(self) -> np.ndarray:
return self.triangle_indices
def get_unit_normals(self) -> Vect3Array:
nu, nv = self.resolution
indices = np.arange(nu * nv)
if len(indices) == 0:
return np.zeros((3, 0))
left = indices - 1
right = indices + 1
up = indices - nv
down = indices + nv
left[0] = indices[0]
right[-1] = indices[-1]
up[:nv] = indices[:nv]
down[-nv:] = indices[-nv:]
points = self.get_points()
crosses = cross(
points[right] - points[left],
points[up] - points[down],
)
self.data["normal"] = normalize_along_axis(crosses, 1)
return self.data["normal"]
@Mobject.affects_data
def pointwise_become_partial(
self,
smobject: "Surface",
a: float,
b: float,
axis: int | None = None
) -> Self:
assert(isinstance(smobject, Surface))
if axis is None:
axis = self.prefered_creation_axis
if a <= 0 and b >= 1:
self.match_points(smobject)
return self
nu, nv = smobject.resolution
self.data['point'][:] = self.get_partial_points_array(
smobject.data['point'], a, b,
(nu, nv, 3),
axis=axis
)
return self
def get_partial_points_array(
self,
points: Vect3Array,
a: float,
b: float,
resolution: Sequence[int],
axis: int
) -> Vect3Array:
if len(points) == 0:
return points
nu, nv = resolution[:2]
points = points.reshape(resolution).copy()
max_index = resolution[axis] - 1
lower_index, lower_residue = integer_interpolate(0, max_index, a)
upper_index, upper_residue = integer_interpolate(0, max_index, b)
if axis == 0:
points[:lower_index] = interpolate(
points[lower_index],
points[lower_index + 1],
lower_residue
)
points[upper_index + 1:] = interpolate(
points[upper_index],
points[upper_index + 1],
upper_residue
)
else:
shape = (nu, 1, resolution[2])
points[:, :lower_index] = interpolate(
points[:, lower_index],
points[:, lower_index + 1],
lower_residue
).reshape(shape)
points[:, upper_index + 1:] = interpolate(
points[:, upper_index],
points[:, upper_index + 1],
upper_residue
).reshape(shape)
return points.reshape((nu * nv, *resolution[2:]))
@Mobject.affects_data
def sort_faces_back_to_front(self, vect: Vect3 = OUT) -> Self:
tri_is = self.triangle_indices
points = self.get_points()
dots = (points[tri_is[::3]] * vect).sum(1)
indices = np.argsort(dots)
for k in range(3):
tri_is[k::3] = tri_is[k::3][indices]
return self
def always_sort_to_camera(self, camera: Camera) -> Self:
def updater(surface: Surface):
vect = camera.get_location() - surface.get_center()
surface.sort_faces_back_to_front(vect)
self.add_updater(updater)
return self
def set_clip_plane(
self,
vect: Vect3 | None = None,
threshold: float | None = None
) -> Self:
if vect is not None:
self.uniforms["clip_plane"][:3] = vect
if threshold is not None:
self.uniforms["clip_plane"][3] = threshold
return self
def deactivate_clip_plane(self) -> Self:
self.uniforms["clip_plane"][:] = 0
return self
def get_shader_vert_indices(self) -> np.ndarray:
return self.get_triangle_indices()
class ParametricSurface(Surface):
def __init__(
self,
uv_func: Callable[[float, float], Iterable[float]],
u_range: tuple[float, float] = (0, 1),
v_range: tuple[float, float] = (0, 1),
**kwargs
):
self.passed_uv_func = uv_func
super().__init__(u_range=u_range, v_range=v_range, **kwargs)
def uv_func(self, u, v):
return self.passed_uv_func(u, v)
class SGroup(Surface):
def __init__(
self,
*parametric_surfaces: Surface,
**kwargs
):
super().__init__(resolution=(0, 0), **kwargs)
self.add(*parametric_surfaces)
def init_points(self):
pass # Needed?
class TexturedSurface(Surface):
shader_folder: str = "textured_surface"
shader_dtype: Sequence[Tuple[str, type, Tuple[int]]] = [
('point', np.float32, (3,)),
('normal', np.float32, (3,)),
('im_coords', np.float32, (2,)),
('opacity', np.float32, (1,)),
]
def __init__(
self,
uv_surface: Surface,
image_file: str,
dark_image_file: str | None = None,
**kwargs
):
if not isinstance(uv_surface, Surface):
raise Exception("uv_surface must be of type Surface")
# Set texture information
if dark_image_file is None:
dark_image_file = image_file
self.num_textures = 1
else:
self.num_textures = 2
texture_paths = {
"LightTexture": get_full_raster_image_path(image_file),
"DarkTexture": get_full_raster_image_path(dark_image_file),
}
self.uv_surface = uv_surface
self.uv_func = uv_surface.uv_func
self.u_range: Tuple[float, float] = uv_surface.u_range
self.v_range: Tuple[float, float] = uv_surface.v_range
self.resolution: Tuple[int, int] = uv_surface.resolution
super().__init__(
texture_paths=texture_paths,
shading=tuple(uv_surface.shading),
**kwargs
)
@Mobject.affects_data
def init_points(self):
surf = self.uv_surface
nu, nv = surf.resolution
self.resize_points(surf.get_num_points())
self.resolution = surf.resolution
self.data['point'][:] = surf.data['point']
self.data['normal'][:] = surf.data['normal']
self.data['opacity'][:, 0] = surf.data["rgba"][:, 3]
self.data["im_coords"] = np.array([
[u, v]
for u in np.linspace(0, 1, nu)
for v in np.linspace(1, 0, nv) # Reverse y-direction
])
def init_uniforms(self):
super().init_uniforms()
self.uniforms["num_textures"] = self.num_textures
@Mobject.affects_data
def set_opacity(self, opacity: float | Iterable[float]) -> Self:
op_arr = np.array(listify(opacity))
self.data["opacity"][:, 0] = resize_with_interpolation(op_arr, len(self.data))
return self
def set_color(
self,
color: ManimColor | Iterable[ManimColor] | None,
opacity: float | Iterable[float] | None = None,
recurse: bool = True
) -> Self:
if opacity is not None:
self.set_opacity(opacity)
return self
def pointwise_become_partial(
self,
tsmobject: "TexturedSurface",
a: float,
b: float,
axis: int = 1
) -> Self:
super().pointwise_become_partial(tsmobject, a, b, axis)
im_coords = self.data["im_coords"]
im_coords[:] = tsmobject.data["im_coords"]
if a <= 0 and b >= 1:
return self
nu, nv = tsmobject.resolution
im_coords[:] = self.get_partial_points_array(
im_coords, a, b, (nu, nv, 2), axis
)
return self
|
manim_3b1b/manimlib/mobject/types/__init__.py
| |
manim_3b1b/manimlib/mobject/types/image_mobject.py
|
from __future__ import annotations
import numpy as np
from PIL import Image
from manimlib.constants import DL, DR, UL, UR
from manimlib.mobject.mobject import Mobject
from manimlib.utils.bezier import inverse_interpolate
from manimlib.utils.images import get_full_raster_image_path
from manimlib.utils.iterables import listify
from manimlib.utils.iterables import resize_with_interpolation
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Sequence, Tuple
from manimlib.typing import Vect3
class ImageMobject(Mobject):
shader_folder: str = "image"
shader_dtype: Sequence[Tuple[str, type, Tuple[int]]] = [
('point', np.float32, (3,)),
('im_coords', np.float32, (2,)),
('opacity', np.float32, (1,)),
]
def __init__(
self,
filename: str,
height: float = 4.0,
**kwargs
):
self.height = height
self.image_path = get_full_raster_image_path(filename)
self.image = Image.open(self.image_path)
super().__init__(texture_paths={"Texture": self.image_path}, **kwargs)
def init_data(self) -> None:
super().init_data(length=4)
self.data["point"][:] = [UL, DL, UR, DR]
self.data["im_coords"][:] = [(0, 0), (0, 1), (1, 0), (1, 1)]
self.data["opacity"][:] = self.opacity
def init_points(self) -> None:
size = self.image.size
self.set_width(2 * size[0] / size[1], stretch=True)
self.set_height(self.height)
@Mobject.affects_data
def set_opacity(self, opacity: float, recurse: bool = True):
self.data["opacity"][:, 0] = resize_with_interpolation(
np.array(listify(opacity)),
self.get_num_points()
)
return self
def set_color(self, color, opacity=None, recurse=None):
return self
def point_to_rgb(self, point: Vect3) -> Vect3:
x0, y0 = self.get_corner(UL)[:2]
x1, y1 = self.get_corner(DR)[:2]
x_alpha = inverse_interpolate(x0, x1, point[0])
y_alpha = inverse_interpolate(y0, y1, point[1])
if not (0 <= x_alpha <= 1) and (0 <= y_alpha <= 1):
# TODO, raise smarter exception
raise Exception("Cannot sample color from outside an image")
pw, ph = self.image.size
rgb = self.image.getpixel((
int((pw - 1) * x_alpha),
int((ph - 1) * y_alpha),
))
return np.array(rgb) / 255
|
manim_3b1b/manimlib/mobject/types/vectorized_mobject.py
|
from __future__ import annotations
from functools import wraps
import moderngl
import numpy as np
from manimlib.constants import GREY_A, GREY_C, GREY_E
from manimlib.constants import BLACK
from manimlib.constants import DEFAULT_STROKE_WIDTH
from manimlib.constants import DEGREES
from manimlib.constants import JOINT_TYPE_MAP
from manimlib.constants import ORIGIN, OUT
from manimlib.constants import TAU
from manimlib.mobject.mobject import Mobject
from manimlib.mobject.mobject import Point
from manimlib.utils.bezier import bezier
from manimlib.utils.bezier import get_quadratic_approximation_of_cubic
from manimlib.utils.bezier import approx_smooth_quadratic_bezier_handles
from manimlib.utils.bezier import smooth_quadratic_path
from manimlib.utils.bezier import interpolate
from manimlib.utils.bezier import integer_interpolate
from manimlib.utils.bezier import inverse_interpolate
from manimlib.utils.bezier import find_intersection
from manimlib.utils.bezier import outer_interpolate
from manimlib.utils.bezier import partial_quadratic_bezier_points
from manimlib.utils.bezier import quadratic_bezier_points_for_arc
from manimlib.utils.color import color_gradient
from manimlib.utils.color import rgb_to_hex
from manimlib.utils.iterables import make_even
from manimlib.utils.iterables import resize_array
from manimlib.utils.iterables import resize_with_interpolation
from manimlib.utils.iterables import resize_preserving_order
from manimlib.utils.iterables import arrays_match
from manimlib.utils.space_ops import angle_between_vectors
from manimlib.utils.space_ops import cross
from manimlib.utils.space_ops import cross2d
from manimlib.utils.space_ops import earclip_triangulation
from manimlib.utils.space_ops import get_norm
from manimlib.utils.space_ops import get_unit_normal
from manimlib.utils.space_ops import line_intersects_path
from manimlib.utils.space_ops import midpoint
from manimlib.utils.space_ops import normalize_along_axis
from manimlib.utils.space_ops import rotation_between_vectors
from manimlib.utils.space_ops import poly_line_length
from manimlib.utils.space_ops import z_to_vector
from manimlib.shader_wrapper import ShaderWrapper
from manimlib.shader_wrapper import FillShaderWrapper
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Callable, Iterable, Tuple, Any
from manimlib.typing import ManimColor, Vect3, Vect4, Vect3Array, Vect4Array, Self
from moderngl.context import Context
DEFAULT_STROKE_COLOR = GREY_A
DEFAULT_FILL_COLOR = GREY_C
class VMobject(Mobject):
fill_shader_folder: str = "quadratic_bezier_fill"
stroke_shader_folder: str = "quadratic_bezier_stroke"
shader_dtype: np.dtype = np.dtype([
('point', np.float32, (3,)),
('stroke_rgba', np.float32, (4,)),
('stroke_width', np.float32, (1,)),
('joint_product', np.float32, (4,)),
('fill_rgba', np.float32, (4,)),
('base_point', np.float32, (3,)),
('unit_normal', np.float32, (3,)),
('fill_border_width', np.float32, (1,)),
])
fill_data_names = ['point', 'fill_rgba', 'base_point', 'unit_normal']
stroke_data_names = ['point', 'stroke_rgba', 'stroke_width', 'joint_product']
fill_render_primitive: int = moderngl.TRIANGLES
stroke_render_primitive: int = moderngl.TRIANGLES
pre_function_handle_to_anchor_scale_factor: float = 0.01
make_smooth_after_applying_functions: bool = False
# TODO, do we care about accounting for varying zoom levels?
tolerance_for_point_equality: float = 1e-8
def __init__(
self,
color: ManimColor = None, # If set, this will override stroke_color and fill_color
fill_color: ManimColor = None,
fill_opacity: float | Iterable[float] | None = 0.0,
stroke_color: ManimColor = None,
stroke_opacity: float | Iterable[float] | None = 1.0,
stroke_width: float | Iterable[float] | None = DEFAULT_STROKE_WIDTH,
stroke_behind: bool = False,
background_image_file: str | None = None,
long_lines: bool = False,
# Could also be "no_joint", "bevel", "miter"
joint_type: str = "auto",
flat_stroke: bool = True,
use_simple_quadratic_approx: bool = False,
# Measured in pixel widths
anti_alias_width: float = 1.0,
fill_border_width: float = 0.5,
use_winding_fill: bool = True,
**kwargs
):
self.fill_color = fill_color or color or DEFAULT_FILL_COLOR
self.fill_opacity = fill_opacity
self.stroke_color = stroke_color or color or DEFAULT_STROKE_COLOR
self.stroke_opacity = stroke_opacity
self.stroke_width = stroke_width
self.stroke_behind = stroke_behind
self.background_image_file = background_image_file
self.long_lines = long_lines
self.joint_type = joint_type
self.flat_stroke = flat_stroke
self.use_simple_quadratic_approx = use_simple_quadratic_approx
self.anti_alias_width = anti_alias_width
self.fill_border_width = fill_border_width
self._use_winding_fill = use_winding_fill
self._has_fill = False
self._has_stroke = False
self.needs_new_triangulation = True
self.triangulation = np.zeros(0, dtype='i4')
self.needs_new_joint_products = True
self.outer_vert_indices = np.zeros(0, dtype='i4')
super().__init__(**kwargs)
def get_group_class(self):
return VGroup
def init_uniforms(self):
super().init_uniforms()
self.uniforms["anti_alias_width"] = self.anti_alias_width
self.uniforms["joint_type"] = JOINT_TYPE_MAP[self.joint_type]
self.uniforms["flat_stroke"] = float(self.flat_stroke)
def add(self, *vmobjects: VMobject) -> Self:
if not all((isinstance(m, VMobject) for m in vmobjects)):
raise Exception("All submobjects must be of type VMobject")
return super().add(*vmobjects)
# Colors
def note_changed_fill(self) -> Self:
for submob in self.get_family():
submob._has_fill = submob.has_fill()
return self
def note_changed_stroke(self) -> Self:
for submob in self.get_family():
submob._has_stroke = submob.has_stroke()
return self
def init_colors(self):
self.set_fill(
color=self.fill_color,
opacity=self.fill_opacity,
border_width=self.fill_border_width,
)
self.set_stroke(
color=self.stroke_color,
width=self.stroke_width,
opacity=self.stroke_opacity,
background=self.stroke_behind,
)
self.set_shading(*self.shading)
self.set_flat_stroke(self.flat_stroke)
self.color = self.get_color()
return self
def set_rgba_array(
self,
rgba_array: Vect4Array,
name: str = "stroke_rgba",
recurse: bool = False
) -> Self:
super().set_rgba_array(rgba_array, name, recurse)
self.note_changed_fill()
self.note_changed_stroke()
return self
def set_fill(
self,
color: ManimColor | Iterable[ManimColor] = None,
opacity: float | Iterable[float] | None = None,
border_width: float | None = None,
recurse: bool = True
) -> Self:
self.set_rgba_array_by_color(color, opacity, 'fill_rgba', recurse)
if border_width is not None:
for mob in self.get_family(recurse):
mob.data["fill_border_width"] = border_width
self.note_changed_fill()
return self
def set_stroke(
self,
color: ManimColor | Iterable[ManimColor] = None,
width: float | Iterable[float] | None = None,
opacity: float | Iterable[float] | None = None,
background: bool | None = None,
recurse: bool = True
) -> Self:
self.set_rgba_array_by_color(color, opacity, 'stroke_rgba', recurse)
if width is not None:
for mob in self.get_family(recurse):
data = mob.data if mob.get_num_points() > 0 else mob._data_defaults
if isinstance(width, (float, int)):
data['stroke_width'][:, 0] = width
else:
data['stroke_width'][:, 0] = resize_with_interpolation(
np.array(width), len(data)
).flatten()
if background is not None:
for mob in self.get_family(recurse):
mob.stroke_behind = background
self.note_changed_stroke()
return self
def set_backstroke(
self,
color: ManimColor | Iterable[ManimColor] = BLACK,
width: float | Iterable[float] = 3,
background: bool = True
) -> Self:
self.set_stroke(color, width, background=background)
return self
@Mobject.affects_family_data
def set_style(
self,
fill_color: ManimColor | Iterable[ManimColor] | None = None,
fill_opacity: float | Iterable[float] | None = None,
fill_rgba: Vect4 | None = None,
stroke_color: ManimColor | Iterable[ManimColor] | None = None,
stroke_opacity: float | Iterable[float] | None = None,
stroke_rgba: Vect4 | None = None,
stroke_width: float | Iterable[float] | None = None,
stroke_background: bool = False,
shading: Tuple[float, float, float] | None = None,
recurse: bool = True
) -> Self:
for mob in self.get_family(recurse):
if fill_rgba is not None:
mob.data['fill_rgba'][:] = resize_with_interpolation(fill_rgba, len(mob.data['fill_rgba']))
else:
mob.set_fill(
color=fill_color,
opacity=fill_opacity,
recurse=False
)
if stroke_rgba is not None:
mob.data['stroke_rgba'][:] = resize_with_interpolation(stroke_rgba, len(mob.data['stroke_rgba']))
mob.set_stroke(
width=stroke_width,
background=stroke_background,
recurse=False,
)
else:
mob.set_stroke(
color=stroke_color,
width=stroke_width,
opacity=stroke_opacity,
recurse=False,
background=stroke_background,
)
if shading is not None:
mob.set_shading(*shading, recurse=False)
self.note_changed_fill()
self.note_changed_stroke()
return self
def get_style(self) -> dict[str, Any]:
data = self.data if self.get_num_points() > 0 else self._data_defaults
return {
"fill_rgba": data['fill_rgba'].copy(),
"stroke_rgba": data['stroke_rgba'].copy(),
"stroke_width": data['stroke_width'].copy(),
"stroke_background": self.stroke_behind,
"shading": self.get_shading(),
}
def match_style(self, vmobject: VMobject, recurse: bool = True) -> Self:
self.set_style(**vmobject.get_style(), recurse=False)
if recurse:
# Does its best to match up submobject lists, and
# match styles accordingly
submobs1, submobs2 = self.submobjects, vmobject.submobjects
if len(submobs1) == 0:
return self
elif len(submobs2) == 0:
submobs2 = [vmobject]
for sm1, sm2 in zip(*make_even(submobs1, submobs2)):
sm1.match_style(sm2)
return self
def set_color(
self,
color: ManimColor | Iterable[ManimColor] | None,
opacity: float | Iterable[float] | None = None,
recurse: bool = True
) -> Self:
self.set_fill(color, opacity=opacity, recurse=recurse)
self.set_stroke(color, opacity=opacity, recurse=recurse)
return self
def set_opacity(
self,
opacity: float | Iterable[float] | None,
recurse: bool = True
) -> Self:
self.set_fill(opacity=opacity, recurse=recurse)
self.set_stroke(opacity=opacity, recurse=recurse)
return self
def set_anti_alias_width(self, anti_alias_width: float, recurse: bool = True) -> Self:
self.set_uniform(recurse, anti_alias_width=anti_alias_width)
return self
def fade(self, darkness: float = 0.5, recurse: bool = True) -> Self:
mobs = self.get_family() if recurse else [self]
for mob in mobs:
factor = 1.0 - darkness
mob.set_fill(
opacity=factor * mob.get_fill_opacity(),
recurse=False,
)
mob.set_stroke(
opacity=factor * mob.get_stroke_opacity(),
recurse=False,
)
return self
def get_fill_colors(self) -> list[str]:
return [
rgb_to_hex(rgba[:3])
for rgba in self.data['fill_rgba']
]
def get_fill_opacities(self) -> np.ndarray:
return self.data['fill_rgba'][:, 3]
def get_stroke_colors(self) -> list[str]:
return [
rgb_to_hex(rgba[:3])
for rgba in self.data['stroke_rgba']
]
def get_stroke_opacities(self) -> np.ndarray:
return self.data['stroke_rgba'][:, 3]
def get_stroke_widths(self) -> np.ndarray:
return self.data['stroke_width'][:, 0]
# TODO, it's weird for these to return the first of various lists
# rather than the full information
def get_fill_color(self) -> str:
"""
If there are multiple colors (for gradient)
this returns the first one
"""
data = self.data if self.has_points() else self._data_defaults
return rgb_to_hex(data["fill_rgba"][0, :3])
def get_fill_opacity(self) -> float:
"""
If there are multiple opacities, this returns the
first
"""
data = self.data if self.has_points() else self._data_defaults
return data["fill_rgba"][0, 3]
def get_stroke_color(self) -> str:
data = self.data if self.has_points() else self._data_defaults
return rgb_to_hex(data["stroke_rgba"][0, :3])
def get_stroke_width(self) -> float:
data = self.data if self.has_points() else self._data_defaults
return data["stroke_width"][0, 0]
def get_stroke_opacity(self) -> float:
data = self.data if self.has_points() else self._data_defaults
return data["stroke_rgba"][0, 3]
def get_color(self) -> str:
if self.has_fill():
return self.get_fill_color()
return self.get_stroke_color()
def get_anti_alias_width(self):
return self.uniforms["anti_alias_width"]
def has_stroke(self) -> bool:
data = self.data if len(self.data) > 0 else self._data_defaults
return any(data['stroke_width']) and any(data['stroke_rgba'][:, 3])
def has_fill(self) -> bool:
data = self.data if len(self.data) > 0 else self._data_defaults
return any(data['fill_rgba'][:, 3])
def get_opacity(self) -> float:
if self.has_fill():
return self.get_fill_opacity()
return self.get_stroke_opacity()
def set_flat_stroke(self, flat_stroke: bool = True, recurse: bool = True) -> Self:
for mob in self.get_family(recurse):
mob.uniforms["flat_stroke"] = float(flat_stroke)
return self
def get_flat_stroke(self) -> bool:
return self.uniforms["flat_stroke"] == 1.0
def set_joint_type(self, joint_type: str, recurse: bool = True) -> Self:
for mob in self.get_family(recurse):
mob.uniforms["joint_type"] = JOINT_TYPE_MAP[joint_type]
return self
def get_joint_type(self) -> float:
return self.uniforms["joint_type"]
def apply_depth_test(
self,
anti_alias_width: float = 0,
fill_border_width: float = 0,
recurse: bool = True
) -> Self:
super().apply_depth_test(recurse)
self.set_anti_alias_width(anti_alias_width)
self.set_fill(border_width=fill_border_width)
return self
def deactivate_depth_test(
self,
anti_alias_width: float = 1.0,
fill_border_width: float = 0.5,
recurse: bool = True
) -> Self:
super().deactivate_depth_test(recurse)
self.set_anti_alias_width(anti_alias_width)
self.set_fill(border_width=fill_border_width)
return self
@Mobject.affects_family_data
def use_winding_fill(self, value: bool = True, recurse: bool = True) -> Self:
for submob in self.get_family(recurse):
submob._use_winding_fill = value
if not value and submob.has_points():
submob.subdivide_intersections()
return self
# Points
def set_anchors_and_handles(
self,
anchors: Vect3Array,
handles: Vect3Array,
) -> Self:
if len(anchors) == 0:
self.clear_points()
return self
assert(len(anchors) == len(handles) + 1)
points = resize_array(self.get_points(), 2 * len(anchors) - 1)
points[0::2] = anchors
points[1::2] = handles
self.set_points(points)
return self
def start_new_path(self, point: Vect3) -> Self:
# Path ends are signaled by a handle point sitting directly
# on top of the previous anchor
if self.has_points():
self.append_points([self.get_last_point(), point])
else:
self.set_points([point])
return self
def add_cubic_bezier_curve(
self,
anchor1: Vect3,
handle1: Vect3,
handle2: Vect3,
anchor2: Vect3
) -> Self:
self.start_new_path(anchor1)
self.add_cubic_bezier_curve_to(handle1, handle2, anchor2)
return self
def add_cubic_bezier_curve_to(
self,
handle1: Vect3,
handle2: Vect3,
anchor: Vect3,
) -> Self:
"""
Add cubic bezier curve to the path.
"""
self.throw_error_if_no_points()
last = self.get_last_point()
# Note, this assumes all points are on the xy-plane
v1 = handle1 - last
v2 = anchor - handle2
angle = angle_between_vectors(v1, v2)
if self.use_simple_quadratic_approx and angle < 45 * DEGREES:
quad_approx = [last, find_intersection(last, v1, anchor, -v2), anchor]
else:
quad_approx = get_quadratic_approximation_of_cubic(
last, handle1, handle2, anchor
)
if self.consider_points_equal(quad_approx[1], last):
# This is to prevent subpaths from accidentally being marked closed
quad_approx[1] = midpoint(*quad_approx[1:3])
self.append_points(quad_approx[1:])
return self
def add_quadratic_bezier_curve_to(self, handle: Vect3, anchor: Vect3) -> Self:
self.throw_error_if_no_points()
last_point = self.get_last_point()
if self.consider_points_equal(handle, last_point):
# This is to prevent subpaths from accidentally being marked closed
handle = midpoint(handle, anchor)
self.append_points([handle, anchor])
return self
def add_line_to(self, point: Vect3) -> Self:
self.throw_error_if_no_points()
last_point = self.get_last_point()
alphas = np.linspace(0, 1, 5 if self.long_lines else 3)
self.append_points(outer_interpolate(last_point, point, alphas[1:]))
return self
def add_smooth_curve_to(self, point: Vect3) -> Self:
if self.has_new_path_started():
self.add_line_to(point)
else:
self.throw_error_if_no_points()
new_handle = self.get_reflection_of_last_handle()
self.add_quadratic_bezier_curve_to(new_handle, point)
return self
def add_smooth_cubic_curve_to(self, handle: Vect3, point: Vect3) -> Self:
self.throw_error_if_no_points()
if self.get_num_points() == 1:
new_handle = handle
else:
new_handle = self.get_reflection_of_last_handle()
self.add_cubic_bezier_curve_to(new_handle, handle, point)
return self
def add_arc_to(self, point: Vect3, angle: float, n_components: int | None = None, threshold: float = 1e-3) -> Self:
self.throw_error_if_no_points()
if abs(angle) < threshold:
self.add_line_to(point)
return self
# Assign default value for n_components
if n_components is None:
n_components = int(np.ceil(8 * abs(angle) / TAU))
arc_points = quadratic_bezier_points_for_arc(angle, n_components)
target_vect = point - self.get_end()
curr_vect = arc_points[-1] - arc_points[0]
arc_points = arc_points @ rotation_between_vectors(curr_vect, target_vect).T
arc_points *= get_norm(target_vect) / get_norm(curr_vect)
arc_points += (self.get_end() - arc_points[0])
self.append_points(arc_points[1:])
return self
def has_new_path_started(self) -> bool:
points = self.get_points()
if len(points) == 0:
return False
elif len(points) == 1:
return True
return self.consider_points_equal(points[-3], points[-2])
def get_last_point(self) -> Vect3:
return self.get_points()[-1]
def get_reflection_of_last_handle(self) -> Vect3:
points = self.get_points()
return 2 * points[-1] - points[-2]
def close_path(self, smooth: bool = False) -> Self:
if self.is_closed():
return self
last_path_start = self.get_subpaths()[-1][0]
if smooth:
self.add_smooth_curve_to(last_path_start)
else:
self.add_line_to(last_path_start)
return self
def is_closed(self) -> bool:
points = self.get_points()
return self.consider_points_equal(points[0], points[-1])
def subdivide_curves_by_condition(
self,
tuple_to_subdivisions: Callable,
recurse: bool = True
) -> Self:
for vmob in self.get_family(recurse):
if not vmob.has_points():
continue
new_points = [vmob.get_points()[0]]
for tup in vmob.get_bezier_tuples():
n_divisions = tuple_to_subdivisions(*tup)
if n_divisions > 0:
alphas = np.linspace(0, 1, n_divisions + 2)
new_points.extend([
partial_quadratic_bezier_points(tup, a1, a2)[1:]
for a1, a2 in zip(alphas, alphas[1:])
])
else:
new_points.append(tup[1:])
vmob.set_points(np.vstack(new_points))
return self
def subdivide_sharp_curves(
self,
angle_threshold: float = 30 * DEGREES,
recurse: bool = True
) -> Self:
def tuple_to_subdivisions(b0, b1, b2):
angle = angle_between_vectors(b1 - b0, b2 - b1)
return int(angle / angle_threshold)
self.subdivide_curves_by_condition(tuple_to_subdivisions, recurse)
return self
def subdivide_intersections(self, recurse: bool = True, n_subdivisions: int = 1) -> Self:
path = self.get_anchors()
def tuple_to_subdivisions(b0, b1, b2):
if line_intersects_path(b0, b1, path):
return n_subdivisions
return 0
self.subdivide_curves_by_condition(tuple_to_subdivisions, recurse)
return self
def add_points_as_corners(self, points: Iterable[Vect3]) -> Self:
for point in points:
self.add_line_to(point)
return self
def set_points_as_corners(self, points: Iterable[Vect3]) -> Self:
anchors = np.array(points)
handles = 0.5 * (anchors[:-1] + anchors[1:])
self.set_anchors_and_handles(anchors, handles)
return self
def set_points_smoothly(
self,
points: Iterable[Vect3],
approx: bool = True
) -> Self:
self.set_points_as_corners(points)
self.make_smooth(approx=approx)
return self
def is_smooth(self) -> bool:
dots = self.get_joint_products()[::2, 3]
return bool((dots > 1 - 1e-3).all())
def change_anchor_mode(self, mode: str) -> Self:
assert(mode in ("jagged", "approx_smooth", "true_smooth"))
if self.get_num_points() == 0:
return self
subpaths = self.get_subpaths()
self.clear_points()
for subpath in subpaths:
anchors = subpath[::2]
new_subpath = np.array(subpath)
if mode == "jagged":
new_subpath[1::2] = 0.5 * (anchors[:-1] + anchors[1:])
elif mode == "approx_smooth":
new_subpath[1::2] = approx_smooth_quadratic_bezier_handles(anchors)
elif mode == "true_smooth":
new_subpath = smooth_quadratic_path(anchors)
# Shift any handles which ended up on top of
# the previous anchor
a0 = new_subpath[0:-1:2]
h = new_subpath[1::2]
a1 = new_subpath[2::2]
false_ends = np.equal(a0, h).all(1)
h[false_ends] = 0.5 * (a0[false_ends] + a1[false_ends])
self.add_subpath(new_subpath)
return self
def make_smooth(self, approx=False, recurse=True) -> Self:
"""
Edits the path so as to pass smoothly through all
the current anchor points.
If approx is False, this may increase the total
number of points.
"""
mode = "approx_smooth" if approx else "true_smooth"
for submob in self.get_family(recurse):
if submob.is_smooth():
continue
submob.change_anchor_mode(mode)
return self
def make_approximately_smooth(self, recurse=True) -> Self:
self.make_smooth(approx=True, recurse=recurse)
return self
def make_jagged(self, recurse=True) -> Self:
for submob in self.get_family(recurse):
submob.change_anchor_mode("jagged")
return self
def add_subpath(self, points: Vect3Array) -> Self:
assert(len(points) % 2 == 1 or len(points) == 0)
if not self.has_points():
self.set_points(points)
return self
if not self.consider_points_equal(points[0], self.get_points()[-1]):
self.start_new_path(points[0])
self.append_points(points[1:])
return self
def append_vectorized_mobject(self, vmobject: VMobject) -> Self:
self.add_subpath(vmobject.get_points())
n = vmobject.get_num_points()
self.data[-n:] = vmobject.data
return self
#
def consider_points_equal(self, p0: Vect3, p1: Vect3) -> bool:
return get_norm(p1 - p0) < self.tolerance_for_point_equality
# Information about the curve
def get_bezier_tuples_from_points(self, points: Vect3Array) -> Iterable[Vect3Array]:
n_curves = (len(points) - 1) // 2
return (points[2 * i : 2 * i + 3] for i in range(n_curves))
def get_bezier_tuples(self) -> Iterable[Vect3Array]:
return self.get_bezier_tuples_from_points(self.get_points())
def get_subpath_end_indices_from_points(self, points: Vect3Array) -> np.ndarray:
atol = self.tolerance_for_point_equality
a0, h, a1 = points[0:-1:2], points[1::2], points[2::2]
# An anchor point is considered the end of a path
# if its following handle is sitting on top of it.
# To disambiguate this from cases with many null
# curves in a row, we also check that the following
# anchor is genuinely distinct
is_end = np.empty(len(points) // 2 + 1, dtype=bool)
is_end[:-1] = (a0 == h).all(1) & (abs(h - a1) > atol).any(1)
is_end[-1] = True
# If the curve immediately after an end marker is also an
# end marker, don't mark the second one
is_end[:-1] = is_end[:-1] & ~is_end[1:]
return np.array([2 * n for n, end in enumerate(is_end) if end])
def get_subpath_end_indices(self) -> np.ndarray:
return self.get_subpath_end_indices_from_points(self.get_points())
def get_subpaths_from_points(self, points: Vect3Array) -> list[Vect3Array]:
if len(points) == 0:
return []
end_indices = self.get_subpath_end_indices_from_points(points)
start_indices = [0, *(end_indices[:-1] + 2)]
return [points[i1:i2 + 1] for i1, i2 in zip(start_indices, end_indices)]
def get_subpaths(self) -> list[Vect3Array]:
return self.get_subpaths_from_points(self.get_points())
def get_nth_curve_points(self, n: int) -> Vect3Array:
assert n < self.get_num_curves()
return self.get_points()[2 * n:2 * n + 3]
def get_nth_curve_function(self, n: int) -> Callable[[float], Vect3]:
return bezier(self.get_nth_curve_points(n))
def get_num_curves(self) -> int:
return self.get_num_points() // 2
def quick_point_from_proportion(self, alpha: float) -> Vect3:
# Assumes all curves have the same length, so is inaccurate
num_curves = self.get_num_curves()
n, residue = integer_interpolate(0, num_curves, alpha)
curve_func = self.get_nth_curve_function(n)
return curve_func(residue)
def curve_and_prop_of_partial_point(self, alpha) -> Tuple[int, float]:
"""
If you want a point a proportion alpha along the curve, this
gives you the index of the appropriate bezier curve, together
with the proportion along that curve you'd need to travel
"""
if alpha == 0:
return (0, 0.0)
partials: list[float] = [0]
for tup in self.get_bezier_tuples():
if self.consider_points_equal(tup[0], tup[1]):
# Don't consider null curves
arclen = 0
else:
# Approximate length with straight line from start to end
arclen = get_norm(tup[2] - tup[0])
partials.append(partials[-1] + arclen)
full = partials[-1]
if full == 0:
return len(partials), 1.0
# First index where the partial length is more than alpha times the full length
index = next(
(i for i, x in enumerate(partials) if x >= full * alpha),
len(partials) - 1 # Default
)
residue = float(inverse_interpolate(
partials[index - 1] / full, partials[index] / full, alpha
))
return index - 1, residue
def point_from_proportion(self, alpha: float) -> Vect3:
if alpha <= 0:
return self.get_start()
elif alpha >= 1:
return self.get_end()
index, residue = self.curve_and_prop_of_partial_point(alpha)
return self.get_nth_curve_function(index)(residue)
def get_anchors_and_handles(self) -> list[Vect3]:
"""
returns anchors1, handles, anchors2,
where (anchors1[i], handles[i], anchors2[i])
will be three points defining a quadratic bezier curve
for any i in range(0, len(anchors1))
"""
points = self.get_points()
return [points[0:-1:2], points[1::2], points[2::2]]
def get_start_anchors(self) -> Vect3Array:
return self.get_points()[0:-1:2]
def get_end_anchors(self) -> Vect3:
return self.get_points()[2::2]
def get_anchors(self) -> Vect3Array:
return self.get_points()[::2]
def get_points_without_null_curves(self, atol: float = 1e-9) -> Vect3Array:
new_points = [self.get_points()[0]]
for tup in self.get_bezier_tuples():
if get_norm(tup[1] - tup[0]) > atol or get_norm(tup[2] - tup[0]) > atol:
new_points.append(tup[1:])
return np.vstack(new_points)
def get_arc_length(self, n_sample_points: int | None = None) -> float:
if n_sample_points is not None:
points = np.array([
self.quick_point_from_proportion(a)
for a in np.linspace(0, 1, n_sample_points)
])
return poly_line_length(points)
points = self.get_points()
inner_len = poly_line_length(points[::2])
outer_len = poly_line_length(points)
return interpolate(inner_len, outer_len, 1 / 3)
def get_area_vector(self) -> Vect3:
# Returns a vector whose length is the area bound by
# the polygon formed by the anchor points, pointing
# in a direction perpendicular to the polygon according
# to the right hand rule.
if not self.has_points():
return np.zeros(3)
p0 = self.get_anchors()
p1 = np.vstack([p0[1:], p0[0]])
# Each term goes through all edges [(x0, y0, z0), (x1, y1, z1)]
sums = p0 + p1
diffs = p1 - p0
return 0.5 * np.array([
(sums[:, 1] * diffs[:, 2]).sum(), # Add up (y0 + y1)*(z1 - z0)
(sums[:, 2] * diffs[:, 0]).sum(), # Add up (z0 + z1)*(x1 - x0)
(sums[:, 0] * diffs[:, 1]).sum(), # Add up (x0 + x1)*(y1 - y0)
])
def get_unit_normal(self) -> Vect3:
if self.get_num_points() < 3:
return OUT
area_vect = self.get_area_vector()
area = get_norm(area_vect)
if area > 0:
normal = area_vect / area
else:
points = self.get_points()
normal = get_unit_normal(
points[1] - points[0],
points[2] - points[1],
)
self.data["unit_normal"][:] = normal
return normal
def refresh_unit_normal(self) -> Self:
self.get_unit_normal()
return self
def rotate(
self,
angle: float,
axis: Vect3 = OUT,
about_point: Vect3 | None = None,
**kwargs
) -> Self:
super().rotate(angle, axis, about_point, **kwargs)
for mob in self.get_family():
mob.refresh_unit_normal()
return self
def ensure_positive_orientation(self, recurse=True) -> Self:
for mob in self.get_family(recurse):
if mob.get_unit_normal()[2] < 0:
mob.reverse_points()
return self
# Alignment
def align_points(self, vmobject: VMobject) -> Self:
winding = self._use_winding_fill and vmobject._use_winding_fill
if winding != self._use_winding_fill:
self.use_winding_fill(winding)
if winding != vmobject._use_winding_fill:
vmobject.use_winding_fill(winding)
if self.get_num_points() == len(vmobject.get_points()):
# If both have fill, and they have the same shape, just
# give them the same triangulation so that it's not recalculated
# needlessly throughout an animation
match_tris = not self._use_winding_fill and \
self.has_fill() and \
vmobject.has_fill() and \
self.has_same_shape_as(vmobject)
if match_tris:
vmobject.triangulation = self.triangulation
for mob in [self, vmobject]:
mob.get_joint_products()
return self
for mob in self, vmobject:
# If there are no points, add one to
# where the "center" is
if not mob.has_points():
mob.start_new_path(mob.get_center())
# Figure out what the subpaths are, and align
subpaths1 = self.get_subpaths()
subpaths2 = vmobject.get_subpaths()
for subpaths in [subpaths1, subpaths2]:
subpaths.sort(key=lambda sp: -sum(
get_norm(p2 - p1)
for p1, p2 in zip(sp, sp[1:])
))
n_subpaths = max(len(subpaths1), len(subpaths2))
# Start building new ones
new_subpaths1 = []
new_subpaths2 = []
def get_nth_subpath(path_list, n):
if n >= len(path_list):
return np.vstack([path_list[0][:-1], path_list[0][::-1]])
return path_list[n]
for n in range(n_subpaths):
sp1 = get_nth_subpath(subpaths1, n)
sp2 = get_nth_subpath(subpaths2, n)
diff1 = max(0, (len(sp2) - len(sp1)) // 2)
diff2 = max(0, (len(sp1) - len(sp2)) // 2)
sp1 = self.insert_n_curves_to_point_list(diff1, sp1)
sp2 = self.insert_n_curves_to_point_list(diff2, sp2)
if n > 0:
# Add intermediate anchor to mark path end
new_subpaths1.append(new_subpaths1[-1][-1])
new_subpaths2.append(new_subpaths2[-1][-1])
new_subpaths1.append(sp1)
new_subpaths2.append(sp2)
for mob, paths in [(self, new_subpaths1), (vmobject, new_subpaths2)]:
new_points = np.vstack(paths)
mob.resize_points(len(new_points), resize_func=resize_preserving_order)
mob.set_points(new_points)
mob.get_joint_products()
return self
def insert_n_curves(self, n: int, recurse: bool = True) -> Self:
for mob in self.get_family(recurse):
if mob.get_num_curves() > 0:
new_points = mob.insert_n_curves_to_point_list(n, mob.get_points())
mob.set_points(new_points)
return self
def insert_n_curves_to_point_list(self, n: int, points: Vect3Array) -> Vect3Array:
if len(points) == 1:
return np.repeat(points, 2 * n + 1, 0)
bezier_tuples = list(self.get_bezier_tuples_from_points(points))
atol = self.tolerance_for_point_equality
norms = [
0 if get_norm(tup[1] - tup[0]) < atol else get_norm(tup[2] - tup[0])
for tup in bezier_tuples
]
# Calculate insertions per curve (ipc)
ipc = np.zeros(len(bezier_tuples), dtype=int)
for _ in range(n):
index = np.argmax(norms)
ipc[index] += 1
norms[index] *= ipc[index] / (ipc[index] + 1)
new_points = [points[0]]
for tup, n_inserts in zip(bezier_tuples, ipc):
# What was once a single quadratic curve defined
# by "tup" will now be broken into n_inserts + 1
# smaller quadratic curves
alphas = np.linspace(0, 1, n_inserts + 2)
for a1, a2 in zip(alphas, alphas[1:]):
new_points.extend(partial_quadratic_bezier_points(tup, a1, a2)[1:])
return np.vstack(new_points)
def interpolate(
self,
mobject1: VMobject,
mobject2: VMobject,
alpha: float,
*args, **kwargs
) -> Self:
super().interpolate(mobject1, mobject2, alpha, *args, **kwargs)
self._has_stroke = mobject1._has_stroke or mobject2._has_stroke
self._has_fill = mobject1._has_fill or mobject2._has_fill
if self._has_fill and not self._use_winding_fill:
tri1 = mobject1.get_triangulation()
tri2 = mobject2.get_triangulation()
if not arrays_match(tri1, tri2):
self.refresh_triangulation()
return self
def pointwise_become_partial(self, vmobject: VMobject, a: float, b: float) -> Self:
assert(isinstance(vmobject, VMobject))
vm_points = vmobject.get_points()
self.data["joint_product"] = vmobject.data["joint_product"]
if a <= 0 and b >= 1:
self.set_points(vm_points, refresh_joints=False)
return self
num_curves = vmobject.get_num_curves()
# Partial curve includes three portions:
# - A start, which is some ending portion of an inner quadratic
# - A middle section, which matches the curve exactly
# - An end, which is the starting portion of a later inner quadratic
lower_index, lower_residue = integer_interpolate(0, num_curves, a)
upper_index, upper_residue = integer_interpolate(0, num_curves, b)
i1 = 2 * lower_index
i2 = 2 * lower_index + 3
i3 = 2 * upper_index
i4 = 2 * upper_index + 3
new_points = vm_points.copy()
if num_curves == 0:
new_points[:] = 0
return self
if lower_index == upper_index:
tup = partial_quadratic_bezier_points(vm_points[i1:i2], lower_residue, upper_residue)
new_points[:i1] = tup[0]
new_points[i1:i4] = tup
new_points[i4:] = tup[2]
else:
low_tup = partial_quadratic_bezier_points(vm_points[i1:i2], lower_residue, 1)
high_tup = partial_quadratic_bezier_points(vm_points[i3:i4], 0, upper_residue)
new_points[0:i1] = low_tup[0]
new_points[i1:i2] = low_tup
# Keep new_points i2:i3 as they are
new_points[i3:i4] = high_tup
new_points[i4:] = high_tup[2]
self.data["joint_product"][:i1] = [0, 0, 0, 1]
self.data["joint_product"][i4:] = [0, 0, 0, 1]
self.set_points(new_points, refresh_joints=False)
return self
def get_subcurve(self, a: float, b: float) -> Self:
vmob = self.copy()
vmob.pointwise_become_partial(self, a, b)
return vmob
def resize_points(
self,
new_length: int,
resize_func: Callable[[np.ndarray, int], np.ndarray] = resize_array
) -> Self:
super().resize_points(new_length, resize_func)
n_curves = self.get_num_curves()
# Creates the pattern (0, 1, 2, 2, 3, 4, 4, 5, 6, ...)
self.outer_vert_indices = (np.arange(1, 3 * n_curves + 1) * 2) // 3
return self
def get_outer_vert_indices(self) -> np.ndarray:
"""
Returns the pattern (0, 1, 2, 2, 3, 4, 4, 5, 6, ...)
"""
return self.outer_vert_indices
# Data for shaders that may need refreshing
def refresh_triangulation(self) -> Self:
for mob in self.get_family():
mob.needs_new_triangulation = True
return self
def get_triangulation(self) -> np.ndarray:
# Figure out how to triangulate the interior to know
# how to send the points as to the vertex shader.
# First triangles come directly from the points
if not self.needs_new_triangulation:
return self.triangulation
points = self.get_points()
if len(points) <= 1:
self.triangulation = np.zeros(0, dtype='i4')
self.needs_new_triangulation = False
return self.triangulation
normal_vector = self.get_unit_normal()
# Rotate points such that unit normal vector is OUT
if not np.isclose(normal_vector, OUT).all():
points = np.dot(points, z_to_vector(normal_vector))
v01s = points[1::2] - points[0:-1:2]
v12s = points[2::2] - points[1::2]
curve_orientations = np.sign(cross2d(v01s, v12s))
concave_parts = curve_orientations < 0
# These are the vertices to which we'll apply a polygon triangulation
indices = np.arange(len(points), dtype=int)
inner_vert_indices = np.hstack([
indices[0::2],
indices[1::2][concave_parts],
])
inner_vert_indices.sort()
# Even indices correspond to anchors, and `end_indices // 2`
# shows which anchors are considered end points
end_indices = self.get_subpath_end_indices()
counts = np.arange(1, len(inner_vert_indices) + 1)
rings = counts[inner_vert_indices % 2 == 0][end_indices // 2]
# Triangulate
inner_verts = points[inner_vert_indices]
inner_tri_indices = inner_vert_indices[
earclip_triangulation(inner_verts, rings)
]
# Remove null triangles, coming from adjascent points
iti = inner_tri_indices
null1 = (iti[0::3] + 1 == iti[1::3]) & (iti[0::3] + 2 == iti[2::3])
null2 = (iti[0::3] - 1 == iti[1::3]) & (iti[0::3] - 2 == iti[2::3])
inner_tri_indices = iti[~(null1 | null2).repeat(3)]
ovi = self.get_outer_vert_indices()
tri_indices = np.hstack([ovi, inner_tri_indices])
self.triangulation = tri_indices
self.needs_new_triangulation = False
return tri_indices
def refresh_joint_products(self) -> Self:
for mob in self.get_family():
mob.needs_new_joint_products = True
return self
def get_joint_products(self, refresh: bool = False) -> np.ndarray:
"""
The 'joint product' is a 4-vector holding the cross and dot
product between tangent vectors at a joint
"""
if not self.needs_new_joint_products and not refresh:
return self.data["joint_product"]
if "joint_product" in self.locked_data_keys:
return self.data["joint_product"]
self.needs_new_joint_products = False
self._data_has_changed = True
points = self.get_points()
if(len(points) < 3):
return self.data["joint_product"]
# Find all the unit tangent vectors at each joint
a0, h, a1 = points[0:-1:2], points[1::2], points[2::2]
a0_to_h = h - a0
h_to_a1 = a1 - h
vect_to_vert = np.zeros(points.shape)
vect_from_vert = np.zeros(points.shape)
vect_to_vert[1::2] = a0_to_h
vect_to_vert[2::2] = h_to_a1
vect_from_vert[0:-1:2] = a0_to_h
vect_from_vert[1::2] = h_to_a1
# Joint up closed loops, or mark unclosed paths as such
ends = self.get_subpath_end_indices()
starts = [0, *(e + 2 for e in ends[:-1])]
for start, end in zip(starts, ends):
if self.consider_points_equal(points[start], points[end]):
vect_to_vert[start] = vect_from_vert[end - 1]
vect_from_vert[end] = vect_to_vert[start + 1]
else:
vect_to_vert[start] = vect_from_vert[start]
vect_from_vert[end] = vect_to_vert[end]
# Compute dot and cross products
cross(
vect_to_vert, vect_from_vert,
out=self.data["joint_product"][:, :3]
)
self.data["joint_product"][:, 3] = (vect_to_vert * vect_from_vert).sum(1)
return self.data["joint_product"]
def lock_matching_data(self, vmobject1: VMobject, vmobject2: VMobject) -> Self:
for mob in [self, vmobject1, vmobject2]:
mob.get_joint_products()
super().lock_matching_data(vmobject1, vmobject2)
return self
def triggers_refreshed_triangulation(func: Callable):
@wraps(func)
def wrapper(self, *args, refresh=True, **kwargs):
func(self, *args, **kwargs)
if refresh:
self.refresh_triangulation()
self.refresh_joint_products()
return self
return wrapper
def set_points(self, points: Vect3Array, refresh_joints: bool = True) -> Self:
assert(len(points) == 0 or len(points) % 2 == 1)
super().set_points(points)
self.refresh_triangulation()
if refresh_joints:
self.get_joint_products(refresh=True)
self.get_unit_normal()
return self
@triggers_refreshed_triangulation
def append_points(self, points: Vect3Array) -> Self:
assert(len(points) % 2 == 0)
super().append_points(points)
return self
@triggers_refreshed_triangulation
def reverse_points(self, recurse: bool = True) -> Self:
# This will reset which anchors are
# considered path ends
for mob in self.get_family(recurse):
if not mob.has_points():
continue
inner_ends = mob.get_subpath_end_indices()[:-1]
mob.data["point"][inner_ends + 1] = mob.data["point"][inner_ends + 2]
mob.data["unit_normal"] *= -1
super().reverse_points()
return self
@triggers_refreshed_triangulation
def set_data(self, data: np.ndarray) -> Self:
super().set_data(data)
self.note_changed_fill()
self.note_changed_stroke()
return self
# TODO, how to be smart about tangents here?
@triggers_refreshed_triangulation
def apply_function(
self,
function: Callable[[Vect3], Vect3],
make_smooth: bool = False,
**kwargs
) -> Self:
super().apply_function(function, **kwargs)
if self.make_smooth_after_applying_functions or make_smooth:
self.make_smooth(approx=True)
return self
def apply_points_function(self, *args, **kwargs) -> Self:
super().apply_points_function(*args, **kwargs)
self.refresh_joint_products()
return self
def set_animating_status(self, is_animating: bool, recurse: bool = True):
super().set_animating_status(is_animating, recurse)
for submob in self.get_family(recurse):
submob.get_joint_products(refresh=True)
if not submob._use_winding_fill:
submob.get_triangulation()
return self
# For shaders
def init_shader_data(self, ctx: Context):
dtype = self.shader_dtype
fill_dtype, stroke_dtype = (
np.dtype([
(name, dtype[name].base, dtype[name].shape)
for name in names
])
for names in [self.fill_data_names, self.stroke_data_names]
)
fill_data = np.zeros(0, dtype=fill_dtype)
stroke_data = np.zeros(0, dtype=stroke_dtype)
self.fill_shader_wrapper = FillShaderWrapper(
ctx=ctx,
vert_data=fill_data,
mobject_uniforms=self.uniforms,
shader_folder=self.fill_shader_folder,
render_primitive=self.fill_render_primitive,
)
self.stroke_shader_wrapper = ShaderWrapper(
ctx=ctx,
vert_data=stroke_data,
mobject_uniforms=self.uniforms,
shader_folder=self.stroke_shader_folder,
render_primitive=self.stroke_render_primitive,
)
self.back_stroke_shader_wrapper = self.stroke_shader_wrapper.copy()
self.shader_wrappers = [
self.back_stroke_shader_wrapper,
self.fill_shader_wrapper,
self.stroke_shader_wrapper,
]
for sw in self.shader_wrappers:
family = self.family_members_with_points()
rep = family[0] if family else self
for old, new in rep.shader_code_replacements.items():
sw.replace_code(old, new)
def refresh_shader_wrapper_id(self) -> Self:
if not self._shaders_initialized:
return self
for wrapper in self.shader_wrappers:
wrapper.refresh_id()
return self
def get_shader_wrapper_list(self, ctx: Context) -> list[ShaderWrapper]:
if not self._shaders_initialized:
self.init_shader_data(ctx)
self._shaders_initialized = True
family = self.family_members_with_points()
if not family:
return []
fill_names = self.fill_data_names
stroke_names = self.stroke_data_names
fill_family = (sm for sm in family if sm._has_fill)
stroke_family = (sm for sm in family if sm._has_stroke)
# Build up fill data lists
fill_datas = []
fill_indices = []
fill_border_datas = []
for submob in fill_family:
indices = submob.get_outer_vert_indices()
if submob._use_winding_fill:
data = submob.data[fill_names]
data["base_point"][:] = data["point"][0]
fill_datas.append(data[indices])
else:
fill_datas.append(submob.data[fill_names])
fill_indices.append(submob.get_triangulation())
if (not submob._has_stroke) or submob.stroke_behind:
# Add fill border
submob.get_joint_products()
names = list(stroke_names)
names[names.index('stroke_rgba')] = 'fill_rgba'
names[names.index('stroke_width')] = 'fill_border_width'
border_stroke_data = submob.data[names].astype(
self.stroke_shader_wrapper.vert_data.dtype
)
fill_border_datas.append(border_stroke_data[indices])
# Build up stroke data lists
stroke_datas = []
back_stroke_datas = []
for submob in stroke_family:
submob.get_joint_products()
indices = submob.get_outer_vert_indices()
if submob.stroke_behind:
back_stroke_datas.append(submob.data[stroke_names][indices])
else:
stroke_datas.append(submob.data[stroke_names][indices])
shader_wrappers = [
self.back_stroke_shader_wrapper.read_in([*back_stroke_datas, *fill_border_datas]),
self.fill_shader_wrapper.read_in(fill_datas, fill_indices or None),
self.stroke_shader_wrapper.read_in(stroke_datas),
]
for sw in shader_wrappers:
rep = family[0] # Representative family member
sw.bind_to_mobject_uniforms(rep.get_uniforms())
sw.depth_test = rep.depth_test
return [sw for sw in shader_wrappers if len(sw.vert_data) > 0]
class VGroup(VMobject):
def __init__(self, *vmobjects: VMobject, **kwargs):
super().__init__(**kwargs)
self.add(*vmobjects)
if vmobjects:
self.uniforms.update(vmobjects[0].uniforms)
def __add__(self, other: VMobject) -> Self:
assert(isinstance(other, VMobject))
return self.add(other)
class VectorizedPoint(Point, VMobject):
def __init__(
self,
location: np.ndarray = ORIGIN,
color: ManimColor = BLACK,
fill_opacity: float = 0.0,
stroke_width: float = 0.0,
**kwargs
):
Point.__init__(self, location, **kwargs)
VMobject.__init__(
self,
color=color,
fill_opacity=fill_opacity,
stroke_width=stroke_width,
**kwargs
)
self.set_points(np.array([location]))
class CurvesAsSubmobjects(VGroup):
def __init__(self, vmobject: VMobject, **kwargs):
super().__init__(**kwargs)
for tup in vmobject.get_bezier_tuples():
part = VMobject()
part.set_points(tup)
part.match_style(vmobject)
self.add(part)
class DashedVMobject(VMobject):
def __init__(
self,
vmobject: VMobject,
num_dashes: int = 15,
positive_space_ratio: float = 0.5,
**kwargs
):
super().__init__(**kwargs)
if num_dashes > 0:
# End points of the unit interval for division
alphas = np.linspace(0, 1, num_dashes + 1)
# This determines the length of each "dash"
full_d_alpha = (1.0 / num_dashes)
partial_d_alpha = full_d_alpha * positive_space_ratio
# Rescale so that the last point of vmobject will
# be the end of the last dash
alphas /= (1 - full_d_alpha + partial_d_alpha)
self.add(*[
vmobject.get_subcurve(alpha, alpha + partial_d_alpha)
for alpha in alphas[:-1]
])
# Family is already taken care of by get_subcurve
# implementation
self.match_style(vmobject, recurse=False)
class VHighlight(VGroup):
def __init__(
self,
vmobject: VMobject,
n_layers: int = 5,
color_bounds: Tuple[ManimColor] = (GREY_C, GREY_E),
max_stroke_addition: float = 5.0,
):
outline = vmobject.replicate(n_layers)
outline.set_fill(opacity=0)
added_widths = np.linspace(0, max_stroke_addition, n_layers + 1)[1:]
colors = color_gradient(color_bounds, n_layers)
for part, added_width, color in zip(reversed(outline), added_widths, colors):
for sm in part.family_members_with_points():
sm.set_stroke(
width=sm.get_stroke_width() + added_width,
color=color,
)
super().__init__(*outline)
|
manim_3b1b/manimlib/mobject/types/dot_cloud.py
|
from __future__ import annotations
import moderngl
import numpy as np
from manimlib.constants import GREY_C, YELLOW
from manimlib.constants import ORIGIN, NULL_POINTS
from manimlib.mobject.mobject import Mobject
from manimlib.mobject.types.point_cloud_mobject import PMobject
from manimlib.utils.iterables import resize_with_interpolation
from typing import TYPE_CHECKING
if TYPE_CHECKING:
import numpy.typing as npt
from typing import Sequence, Tuple
from manimlib.typing import ManimColor, Vect3, Vect3Array, Self
DEFAULT_DOT_RADIUS = 0.05
DEFAULT_GLOW_DOT_RADIUS = 0.2
DEFAULT_GRID_HEIGHT = 6
DEFAULT_BUFF_RATIO = 0.5
class DotCloud(PMobject):
shader_folder: str = "true_dot"
render_primitive: int = moderngl.POINTS
shader_dtype: Sequence[Tuple[str, type, Tuple[int]]] = [
('point', np.float32, (3,)),
('radius', np.float32, (1,)),
('rgba', np.float32, (4,)),
]
def __init__(
self,
points: Vect3Array = NULL_POINTS,
color: ManimColor = GREY_C,
opacity: float = 1.0,
radius: float = DEFAULT_DOT_RADIUS,
glow_factor: float = 0.0,
anti_alias_width: float = 2.0,
**kwargs
):
self.radius = radius
self.glow_factor = glow_factor
self.anti_alias_width = anti_alias_width
super().__init__(
color=color,
opacity=opacity,
**kwargs
)
self.set_radius(self.radius)
if points is not None:
self.set_points(points)
def init_uniforms(self) -> None:
super().init_uniforms()
self.uniforms["glow_factor"] = self.glow_factor
self.uniforms["anti_alias_width"] = self.anti_alias_width
def to_grid(
self,
n_rows: int,
n_cols: int,
n_layers: int = 1,
buff_ratio: float | None = None,
h_buff_ratio: float = 1.0,
v_buff_ratio: float = 1.0,
d_buff_ratio: float = 1.0,
height: float = DEFAULT_GRID_HEIGHT,
) -> Self:
n_points = n_rows * n_cols * n_layers
points = np.repeat(range(n_points), 3, axis=0).reshape((n_points, 3))
points[:, 0] = points[:, 0] % n_cols
points[:, 1] = (points[:, 1] // n_cols) % n_rows
points[:, 2] = points[:, 2] // (n_rows * n_cols)
self.set_points(points.astype(float))
if buff_ratio is not None:
v_buff_ratio = buff_ratio
h_buff_ratio = buff_ratio
d_buff_ratio = buff_ratio
radius = self.get_radius()
ns = [n_cols, n_rows, n_layers]
brs = [h_buff_ratio, v_buff_ratio, d_buff_ratio]
self.set_radius(0)
for n, br, dim in zip(ns, brs, range(3)):
self.rescale_to_fit(2 * radius * (1 + br) * (n - 1), dim, stretch=True)
self.set_radius(radius)
if height is not None:
self.set_height(height)
self.center()
return self
@Mobject.affects_data
def set_radii(self, radii: npt.ArrayLike) -> Self:
n_points = self.get_num_points()
radii = np.array(radii).reshape((len(radii), 1))
self.data["radius"][:] = resize_with_interpolation(radii, n_points)
self.refresh_bounding_box()
return self
def get_radii(self) -> np.ndarray:
return self.data["radius"]
@Mobject.affects_data
def set_radius(self, radius: float) -> Self:
data = self.data if self.get_num_points() > 0 else self._data_defaults
data["radius"][:] = radius
self.refresh_bounding_box()
return self
def get_radius(self) -> float:
return self.get_radii().max()
def scale_radii(self, scale_factor: float) -> Self:
self.set_radius(scale_factor * self.get_radii())
return self
def set_glow_factor(self, glow_factor: float) -> Self:
self.uniforms["glow_factor"] = glow_factor
return self
def get_glow_factor(self) -> float:
return self.uniforms["glow_factor"]
def compute_bounding_box(self) -> Vect3Array:
bb = super().compute_bounding_box()
radius = self.get_radius()
bb[0] += np.full((3,), -radius)
bb[2] += np.full((3,), radius)
return bb
def scale(
self,
scale_factor: float | npt.ArrayLike,
scale_radii: bool = True,
**kwargs
) -> Self:
super().scale(scale_factor, **kwargs)
if scale_radii:
self.set_radii(scale_factor * self.get_radii())
return self
def make_3d(
self,
reflectiveness: float = 0.5,
gloss: float = 0.1,
shadow: float = 0.2
) -> Self:
self.set_shading(reflectiveness, gloss, shadow)
self.apply_depth_test()
return self
class TrueDot(DotCloud):
def __init__(self, center: Vect3 = ORIGIN, **kwargs):
super().__init__(points=np.array([center]), **kwargs)
class GlowDots(DotCloud):
def __init__(
self,
points: Vect3Array = NULL_POINTS,
color: ManimColor = YELLOW,
radius: float = DEFAULT_GLOW_DOT_RADIUS,
glow_factor: float = 2.0,
**kwargs,
):
super().__init__(
points,
color=color,
radius=radius,
glow_factor=glow_factor,
**kwargs,
)
class GlowDot(GlowDots):
def __init__(self, center: Vect3 = ORIGIN, **kwargs):
super().__init__(points=np.array([center]), **kwargs)
|
manim_3b1b/manimlib/mobject/types/point_cloud_mobject.py
|
from __future__ import annotations
import numpy as np
from manimlib.mobject.mobject import Mobject
from manimlib.utils.color import color_gradient
from manimlib.utils.color import color_to_rgba
from manimlib.utils.iterables import resize_with_interpolation
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Callable
from manimlib.typing import ManimColor, Vect3, Vect3Array, Vect4Array, Self
class PMobject(Mobject):
def set_points(self, points: Vect3Array):
if len(points) == 0:
points = np.zeros((0, 3))
super().set_points(points)
self.resize_points(len(points))
return self
def add_points(
self,
points: Vect3Array,
rgbas: Vect4Array | None = None,
color: ManimColor | None = None,
opacity: float | None = None
) -> Self:
"""
points must be a Nx3 numpy array, as must rgbas if it is not None
"""
self.append_points(points)
# rgbas array will have been resized with points
if color is not None:
if opacity is None:
opacity = self.data["rgba"][-1, 3]
rgbas = np.repeat(
[color_to_rgba(color, opacity)],
len(points),
axis=0
)
if rgbas is not None:
self.data["rgba"][-len(rgbas):] = rgbas
return self
def add_point(self, point: Vect3, rgba=None, color=None, opacity=None) -> Self:
rgbas = None if rgba is None else [rgba]
self.add_points([point], rgbas, color, opacity)
return self
@Mobject.affects_data
def set_color_by_gradient(self, *colors: ManimColor) -> Self:
self.data["rgba"][:] = np.array(list(map(
color_to_rgba,
color_gradient(colors, self.get_num_points())
)))
return self
@Mobject.affects_data
def match_colors(self, pmobject: PMobject) -> Self:
self.data["rgba"][:] = resize_with_interpolation(
pmobject.data["rgba"], self.get_num_points()
)
return self
@Mobject.affects_data
def filter_out(self, condition: Callable[[np.ndarray], bool]) -> Self:
for mob in self.family_members_with_points():
mob.data = mob.data[~np.apply_along_axis(condition, 1, mob.get_points())]
return self
@Mobject.affects_data
def sort_points(self, function: Callable[[Vect3], None] = lambda p: p[0]) -> Self:
"""
function is any map from R^3 to R
"""
for mob in self.family_members_with_points():
indices = np.argsort(
np.apply_along_axis(function, 1, mob.get_points())
)
mob.data[:] = mob.data[indices]
return self
@Mobject.affects_data
def ingest_submobjects(self) -> Self:
self.data = np.vstack([
sm.data for sm in self.get_family()
])
return self
def point_from_proportion(self, alpha: float) -> np.ndarray:
index = alpha * (self.get_num_points() - 1)
return self.get_points()[int(index)]
@Mobject.affects_data
def pointwise_become_partial(self, pmobject: PMobject, a: float, b: float) -> Self:
lower_index = int(a * pmobject.get_num_points())
upper_index = int(b * pmobject.get_num_points())
self.data = pmobject.data[lower_index:upper_index].copy()
return self
class PGroup(PMobject):
def __init__(self, *pmobs: PMobject, **kwargs):
if not all([isinstance(m, PMobject) for m in pmobs]):
raise Exception("All submobjects must be of type PMobject")
super().__init__(**kwargs)
self.add(*pmobs)
|
manim_3b1b/manimlib/utils/directories.py
|
from __future__ import annotations
import os
from manimlib.utils.customization import get_customization
from manimlib.utils.file_ops import guarantee_existence
def get_directories() -> dict[str, str]:
return get_customization()["directories"]
def get_temp_dir() -> str:
return get_directories()["temporary_storage"]
def get_tex_dir() -> str:
return guarantee_existence(os.path.join(get_temp_dir(), "Tex"))
def get_text_dir() -> str:
return guarantee_existence(os.path.join(get_temp_dir(), "Text"))
def get_mobject_data_dir() -> str:
return guarantee_existence(os.path.join(get_temp_dir(), "mobject_data"))
def get_downloads_dir() -> str:
return guarantee_existence(os.path.join(get_temp_dir(), "manim_downloads"))
def get_output_dir() -> str:
return guarantee_existence(get_directories()["output"])
def get_raster_image_dir() -> str:
return get_directories()["raster_images"]
def get_vector_image_dir() -> str:
return get_directories()["vector_images"]
def get_sound_dir() -> str:
return get_directories()["sounds"]
def get_shader_dir() -> str:
return get_directories()["shaders"]
|
manim_3b1b/manimlib/utils/debug.py
|
from __future__ import annotations
from manimlib.constants import BLACK
from manimlib.logger import log
from manimlib.mobject.numbers import Integer
from manimlib.mobject.types.vectorized_mobject import VGroup
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from manimlib.mobject.mobject import Mobject
def print_family(mobject: Mobject, n_tabs: int = 0) -> None:
"""For debugging purposes"""
log.debug("\t" * n_tabs + str(mobject) + " " + str(id(mobject)))
for submob in mobject.submobjects:
print_family(submob, n_tabs + 1)
def index_labels(
mobject: Mobject,
label_height: float = 0.15
) -> VGroup:
labels = VGroup()
for n, submob in enumerate(mobject):
label = Integer(n)
label.set_height(label_height)
label.move_to(submob)
label.set_stroke(BLACK, 5, background=True)
labels.add(label)
return labels
|
manim_3b1b/manimlib/utils/init_config.py
|
from __future__ import annotations
import importlib
import inspect
import os
import yaml
from rich import box
from rich.console import Console
from rich.prompt import Confirm
from rich.prompt import Prompt
from rich.rule import Rule
from rich.table import Table
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Any
def get_manim_dir() -> str:
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 remove_empty_value(dictionary: dict[str, Any]) -> None:
for key in list(dictionary.keys()):
if dictionary[key] == "":
dictionary.pop(key)
elif isinstance(dictionary[key], dict):
remove_empty_value(dictionary[key])
def init_customization() -> None:
configuration = {
"directories": {
"mirror_module_path": False,
"output": "",
"raster_images": "",
"vector_images": "",
"sounds": "",
"temporary_storage": "",
},
"universal_import_line": "from manimlib import *",
"style": {
"tex_template": "",
"font": "Consolas",
"background_color": "",
},
"window_position": "UR",
"window_monitor": 0,
"full_screen": False,
"break_into_partial_movies": False,
"camera_resolutions": {
"low": "854x480",
"medium": "1280x720",
"high": "1920x1080",
"4k": "3840x2160",
"default_resolution": "",
},
"fps": 30,
}
console = Console()
console.print(Rule("[bold]Configuration Guide[/bold]"))
# print("Initialize configuration")
try:
scope = Prompt.ask(
" Select the scope of the configuration",
choices=["global", "local"],
default="local"
)
console.print("[bold]Directories:[/bold]")
dir_config = configuration["directories"]
dir_config["output"] = Prompt.ask(
" Where should manim [bold]output[/bold] video and image files place [prompt.default](optional, default is none)",
default="",
show_default=False
)
dir_config["raster_images"] = Prompt.ask(
" Which folder should manim find [bold]raster images[/bold] (.jpg .png .gif) in " + \
"[prompt.default](optional, default is none)",
default="",
show_default=False
)
dir_config["vector_images"] = Prompt.ask(
" Which folder should manim find [bold]vector images[/bold] (.svg .xdv) in " + \
"[prompt.default](optional, default is none)",
default="",
show_default=False
)
dir_config["sounds"] = Prompt.ask(
" Which folder should manim find [bold]sound files[/bold] (.mp3 .wav) in " + \
"[prompt.default](optional, default is none)",
default="",
show_default=False
)
dir_config["temporary_storage"] = Prompt.ask(
" Which folder should manim storage [bold]temporary files[/bold] " + \
"[prompt.default](recommended, use system temporary folder by default)",
default="",
show_default=False
)
console.print("[bold]Styles:[/bold]")
style_config = configuration["style"]
tex_template = Prompt.ask(
" Select a TeX template to compile a LaTeX source file",
default="default"
)
style_config["tex_template"] = tex_template
style_config["background_color"] = Prompt.ask(
" Which [bold]background color[/bold] do you want [italic](hex code)",
default="#333333"
)
console.print("[bold]Camera qualities:[/bold]")
table = Table(
"low", "medium", "high", "ultra_high",
title="Four defined qualities",
box=box.ROUNDED
)
table.add_row("480p15", "720p30", "1080p60", "2160p60")
console.print(table)
configuration["camera_resolutions"]["default_resolution"] = Prompt.ask(
" Which one to choose as the default rendering quality",
choices=["low", "medium", "high", "ultra_high"],
default="high"
)
write_to_file = Confirm.ask(
"\n[bold]Are you sure to write these configs to file?[/bold]",
default=True
)
if not write_to_file:
raise KeyboardInterrupt
global_file_name = os.path.join(get_manim_dir(), "manimlib", "default_config.yml")
if scope == "global":
file_name = global_file_name
else:
if os.path.exists(global_file_name):
remove_empty_value(configuration)
file_name = os.path.join(os.getcwd(), "custom_config.yml")
with open(file_name, "w", encoding="utf-8") as f:
yaml.dump(configuration, f)
console.print(f"\n:rocket: You have successfully set up a {scope} configuration file!")
console.print(f"You can manually modify it in: [cyan]`{file_name}`[/cyan]")
except KeyboardInterrupt:
console.print("\n[green]Exit configuration guide[/green]")
|
manim_3b1b/manimlib/utils/tex.py
|
from __future__ import annotations
import re
from manimlib.utils.tex_to_symbol_count import TEX_TO_SYMBOL_COUNT
def num_tex_symbols(tex: str) -> int:
"""
This function attempts to estimate the number of symbols that
a given string of tex would produce.
Warning, it may not behave perfectly
"""
# First, remove patterns like \begin{align}, \phantom{thing},
# \begin{array}{cc}, etc.
pattern = "|".join(
rf"(\\{s})" + r"(\{\w+\})?(\{\w+\})?(\[\w+\])?"
for s in ["begin", "end", "phantom"]
)
tex = re.sub(pattern, "", tex)
# Progressively count the symbols associated with certain tex commands,
# and remove those commands from the string, adding the number of symbols
# that command creates
total = 0
# Start with the special case \sqrt[number]
for substr in re.findall(r"\\sqrt\[[0-9]+\]", tex):
total += len(substr) - 5 # e.g. \sqrt[3] is 3 symbols
tex = tex.replace(substr, " ")
general_command = r"\\[a-zA-Z!,-/:;<>]+"
for substr in re.findall(general_command, tex):
total += TEX_TO_SYMBOL_COUNT.get(substr, 1)
tex = tex.replace(substr, " ")
# Count remaining characters
total += sum(map(lambda c: c not in "^{} \n\t_$\\&", tex))
return total
|
manim_3b1b/manimlib/utils/tex_file_writing.py
|
from __future__ import annotations
from contextlib import contextmanager
import os
import re
import yaml
from manimlib.config import get_custom_config
from manimlib.config import get_manim_dir
from manimlib.logger import log
from manimlib.utils.directories import get_tex_dir
from manimlib.utils.simple_functions import hash_string
SAVED_TEX_CONFIG = {}
def get_tex_template_config(template_name: str) -> dict[str, str]:
name = template_name.replace(" ", "_").lower()
with open(os.path.join(
get_manim_dir(), "manimlib", "tex_templates.yml"
), encoding="utf-8") as tex_templates_file:
templates_dict = yaml.safe_load(tex_templates_file)
if name not in templates_dict:
log.warning(
"Cannot recognize template '%s', falling back to 'default'.",
name
)
name = "default"
return templates_dict[name]
def get_tex_config() -> dict[str, str]:
"""
Returns a dict which should look something like this:
{
"template": "default",
"compiler": "latex",
"preamble": "..."
}
"""
# Only load once, then save thereafter
if not SAVED_TEX_CONFIG:
template_name = get_custom_config()["style"]["tex_template"]
template_config = get_tex_template_config(template_name)
SAVED_TEX_CONFIG.update({
"template": template_name,
"compiler": template_config["compiler"],
"preamble": template_config["preamble"]
})
return SAVED_TEX_CONFIG
def tex_content_to_svg_file(
content: str, template: str, additional_preamble: str,
short_tex: str
) -> str:
tex_config = get_tex_config()
if not template or template == tex_config["template"]:
compiler = tex_config["compiler"]
preamble = tex_config["preamble"]
else:
config = get_tex_template_config(template)
compiler = config["compiler"]
preamble = config["preamble"]
if additional_preamble:
preamble += "\n" + additional_preamble
full_tex = "\n\n".join((
"\\documentclass[preview]{standalone}",
preamble,
"\\begin{document}",
content,
"\\end{document}"
)) + "\n"
svg_file = os.path.join(
get_tex_dir(), hash_string(full_tex) + ".svg"
)
if not os.path.exists(svg_file):
# If svg doesn't exist, create it
with display_during_execution("Writing " + short_tex):
create_tex_svg(full_tex, svg_file, compiler)
return svg_file
def create_tex_svg(full_tex: str, svg_file: str, compiler: str) -> None:
if compiler == "latex":
program = "latex"
dvi_ext = ".dvi"
elif compiler == "xelatex":
program = "xelatex -no-pdf"
dvi_ext = ".xdv"
else:
raise NotImplementedError(
f"Compiler '{compiler}' is not implemented"
)
# Write tex file
root, _ = os.path.splitext(svg_file)
with open(root + ".tex", "w", encoding="utf-8") as tex_file:
tex_file.write(full_tex)
# tex to dvi
if os.system(" ".join((
program,
"-interaction=batchmode",
"-halt-on-error",
f"-output-directory=\"{os.path.dirname(svg_file)}\"",
f"\"{root}.tex\"",
">",
os.devnull
))):
log.error(
"LaTeX Error! Not a worry, it happens to the best of us."
)
error_str = ""
with open(root + ".log", "r", encoding="utf-8") as log_file:
error_match_obj = re.search(r"(?<=\n! ).*\n.*\n", log_file.read())
if error_match_obj:
error_str = error_match_obj.group()
log.debug(
f"The error could be:\n`{error_str}`",
)
raise LatexError(error_str)
# dvi to svg
os.system(" ".join((
"dvisvgm",
f"\"{root}{dvi_ext}\"",
"-n",
"-v",
"0",
"-o",
f"\"{svg_file}\"",
">",
os.devnull
)))
# Cleanup superfluous documents
for ext in (".tex", dvi_ext, ".log", ".aux"):
try:
os.remove(root + ext)
except FileNotFoundError:
pass
# TODO, perhaps this should live elsewhere
@contextmanager
def display_during_execution(message: str):
# Merge into a single line
to_print = message.replace("\n", " ")
max_characters = os.get_terminal_size().columns - 1
if len(to_print) > max_characters:
to_print = to_print[:max_characters - 3] + "..."
try:
print(to_print, end="\r")
yield
finally:
print(" " * len(to_print), end="\r")
class LatexError(Exception):
pass
|
manim_3b1b/manimlib/utils/customization.py
|
import os
import tempfile
from manimlib.config import get_custom_config
from manimlib.config import get_manim_dir
CUSTOMIZATION = {}
def get_customization():
if not CUSTOMIZATION:
CUSTOMIZATION.update(get_custom_config())
directories = CUSTOMIZATION["directories"]
# Unless user has specified otherwise, use the system default temp
# directory for storing tex files, mobject_data, etc.
if not directories["temporary_storage"]:
directories["temporary_storage"] = tempfile.gettempdir()
# Assumes all shaders are written into manimlib/shaders
directories["shaders"] = os.path.join(
get_manim_dir(), "manimlib", "shaders"
)
return CUSTOMIZATION
|
manim_3b1b/manimlib/utils/__init__.py
| |
manim_3b1b/manimlib/utils/iterables.py
|
from __future__ import annotations
from colour import Color
import numpy as np
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Callable, Iterable, Sequence, TypeVar
T = TypeVar("T")
S = TypeVar("S")
def remove_list_redundancies(lst: Sequence[T]) -> list[T]:
"""
Used instead of list(set(l)) to maintain order
Keeps the last occurrence of each element
"""
return list(reversed(dict.fromkeys(reversed(lst))))
def list_update(l1: Iterable[T], l2: Iterable[T]) -> list[T]:
"""
Used instead of list(set(l1).update(l2)) to maintain order,
making sure duplicates are removed from l1, not l2.
"""
return remove_list_redundancies([*l1, *l2])
def list_difference_update(l1: Iterable[T], l2: Iterable[T]) -> list[T]:
return [e for e in l1 if e not in l2]
def adjacent_n_tuples(objects: Sequence[T], n: int) -> zip[tuple[T, ...]]:
return zip(*[
[*objects[k:], *objects[:k]]
for k in range(n)
])
def adjacent_pairs(objects: Sequence[T]) -> zip[tuple[T, T]]:
return adjacent_n_tuples(objects, 2)
def batch_by_property(
items: Iterable[T],
property_func: Callable[[T], S]
) -> list[tuple[T, S]]:
"""
Takes in a list, and returns a list of tuples, (batch, prop)
such that all items in a batch have the same output when
put into property_func, and such that chaining all these
batches together would give the original list (i.e. order is
preserved)
"""
batch_prop_pairs = []
curr_batch = []
curr_prop = None
for item in items:
prop = property_func(item)
if prop != curr_prop:
# Add current batch
if len(curr_batch) > 0:
batch_prop_pairs.append((curr_batch, curr_prop))
# Redefine curr
curr_prop = prop
curr_batch = [item]
else:
curr_batch.append(item)
if len(curr_batch) > 0:
batch_prop_pairs.append((curr_batch, curr_prop))
return batch_prop_pairs
def listify(obj: object) -> list:
if isinstance(obj, str):
return [obj]
try:
return list(obj)
except TypeError:
return [obj]
def resize_array(nparray: np.ndarray, length: int) -> np.ndarray:
if len(nparray) == length:
return nparray
return np.resize(nparray, (length, *nparray.shape[1:]))
def resize_preserving_order(nparray: np.ndarray, length: int) -> np.ndarray:
if len(nparray) == 0:
return np.resize(nparray, length)
if len(nparray) == length:
return nparray
indices = np.arange(length) * len(nparray) // length
return nparray[indices]
def resize_with_interpolation(nparray: np.ndarray, length: int) -> np.ndarray:
if len(nparray) == length:
return nparray
if len(nparray) == 1 or array_is_constant(nparray):
return nparray[:1].repeat(length, axis=0)
if length == 0:
return np.zeros((0, *nparray.shape[1:]))
cont_indices = np.linspace(0, len(nparray) - 1, length)
return np.array([
(1 - a) * nparray[lh] + a * nparray[rh]
for ci in cont_indices
for lh, rh, a in [(int(ci), int(np.ceil(ci)), ci % 1)]
])
def make_even(
iterable_1: Sequence[T],
iterable_2: Sequence[S]
) -> tuple[Sequence[T], Sequence[S]]:
len1 = len(iterable_1)
len2 = len(iterable_2)
if len1 == len2:
return iterable_1, iterable_2
new_len = max(len1, len2)
return (
[iterable_1[(n * len1) // new_len] for n in range(new_len)],
[iterable_2[(n * len2) // new_len] for n in range(new_len)]
)
def arrays_match(arr1: np.ndarray, arr2: np.ndarray) -> bool:
return arr1.shape == arr2.shape and (arr1 == arr2).all()
def array_is_constant(arr: np.ndarray) -> bool:
return len(arr) > 0 and (arr == arr[0]).all()
def cartesian_product(*arrays: np.ndarray):
"""
Copied from https://stackoverflow.com/a/11146645
"""
la = len(arrays)
dtype = np.result_type(*arrays)
arr = np.empty([len(a) for a in arrays] + [la], dtype=dtype)
for i, a in enumerate(np.ix_(*arrays)):
arr[..., i] = a
return arr.reshape(-1, la)
def hash_obj(obj: object) -> int:
if isinstance(obj, dict):
return hash(tuple(sorted([
(hash_obj(k), hash_obj(v)) for k, v in obj.items()
])))
if isinstance(obj, set):
return hash(tuple(sorted(hash_obj(e) for e in obj)))
if isinstance(obj, (tuple, list)):
return hash(tuple(hash_obj(e) for e in obj))
if isinstance(obj, Color):
return hash(obj.get_rgb())
return hash(obj)
|
manim_3b1b/manimlib/utils/tex_to_symbol_count.py
|
TEX_TO_SYMBOL_COUNT = {
R"\!": 0,
R"\,": 0,
R"\-": 0,
R"\/": 0,
R"\:": 0,
R"\;": 0,
R"\>": 0,
R"\aa": 0,
R"\AA": 0,
R"\ae": 0,
R"\AE": 0,
R"\arccos": 6,
R"\arcsin": 6,
R"\arctan": 6,
R"\arg": 3,
R"\author": 0,
R"\bf": 0,
R"\bibliography": 0,
R"\bibliographystyle": 0,
R"\big": 0,
R"\Big": 0,
R"\bigodot": 4,
R"\bigoplus": 5,
R"\bigskip": 0,
R"\bmod": 3,
R"\boldmath": 0,
R"\bottomfraction": 2,
R"\bowtie": 2,
R"\cal": 0,
R"\cdots": 3,
R"\centering": 0,
R"\cite": 2,
R"\cong": 2,
R"\contentsline": 0,
R"\cos": 3,
R"\cosh": 4,
R"\cot": 3,
R"\coth": 4,
R"\csc": 3,
R"\date": 0,
R"\dblfloatpagefraction": 2,
R"\dbltopfraction": 2,
R"\ddots": 3,
R"\deg": 3,
R"\det": 3,
R"\dim": 3,
R"\displaystyle": 0,
R"\div": 2,
R"\doteq": 2,
R"\dotfill": 0,
R"\dots": 3,
R"\emph": 0,
R"\exp": 3,
R"\fbox": 4,
R"\floatpagefraction": 2,
R"\flushbottom": 0,
R"\footnotesize": 0,
R"\footnotetext": 0,
R"\frame": 2,
R"\framebox": 4,
R"\fussy": 0,
R"\gcd": 3,
R"\ghost": 0,
R"\glossary": 0,
R"\hfill": 0,
R"\hom": 3,
R"\hookleftarrow": 2,
R"\hookrightarrow": 2,
R"\hrulefill": 0,
R"\huge": 0,
R"\Huge": 0,
R"\hyphenation": 0,
R"\iff": 2,
R"\Im": 2,
R"\index": 0,
R"\inf": 3,
R"\it": 0,
R"\ker": 3,
R"\l": 0,
R"\L": 0,
R"\label": 0,
R"\large": 0,
R"\Large": 0,
R"\LARGE": 0,
R"\ldots": 3,
R"\lefteqn": 0,
R"\left": 0,
R"\lg": 2,
R"\lim": 3,
R"\liminf": 6,
R"\limsup": 6,
R"\linebreak": 0,
R"\ln": 2,
R"\log": 3,
R"\longleftarrow": 2,
R"\Longleftarrow": 2,
R"\longleftrightarrow": 2,
R"\Longleftrightarrow": 2,
R"\longmapsto": 3,
R"\longrightarrow": 2,
R"\Longrightarrow": 2,
R"\makebox": 0,
R"\mapsto": 2,
R"\markright": 0,
R"\mathds": 0,
R"\max": 3,
R"\mbox": 0,
R"\medskip": 0,
R"\min": 3,
R"\mit": 0,
R"\models": 2,
R"\ne": 2,
R"\neq": 2,
R"\newline": 0,
R"\noindent": 0,
R"\nolinebreak": 0,
R"\nonumber": 0,
R"\nopagebreak": 0,
R"\normalmarginpar": 0,
R"\normalsize": 0,
R"\notin": 2,
R"\o": 0,
R"\O": 0,
R"\obeycr": 0,
R"\oe": 0,
R"\OE": 0,
R"\overbrace": 4,
R"\pagebreak": 0,
R"\pagenumbering": 0,
R"\pageref": 2,
R"\pmod": 5,
R"\Pr": 2,
R"\protect": 0,
R"\qquad": 0,
R"\quad": 0,
R"\raggedbottom": 0,
R"\raggedleft": 0,
R"\raggedright": 0,
R"\Re": 2,
R"\ref": 2,
R"\restorecr": 0,
R"\reversemarginpar": 0,
R"\right": 0,
R"\rm": 0,
R"\sc": 0,
R"\scriptscriptstyle": 0,
R"\scriptsize": 0,
R"\scriptstyle": 0,
R"\sec": 3,
R"\sf": 0,
R"\shortstack": 0,
R"\sin": 3,
R"\sinh": 4,
R"\sl": 0,
R"\sloppy": 0,
R"\small": 0,
R"\Small": 0,
R"\smallskip": 0,
R"\sqrt": 2,
R"\ss": 0,
R"\sup": 3,
R"\tan": 3,
R"\tanh": 4,
R"\text": 0,
R"\textbf": 0,
R"\textfraction": 2,
R"\textstyle": 0,
R"\thicklines": 0,
R"\thinlines": 0,
R"\thinspace": 0,
R"\tiny": 0,
R"\title": 0,
R"\today": 15,
R"\topfraction": 2,
R"\tt": 0,
R"\typeout": 0,
R"\unboldmath": 0,
R"\underbrace": 6,
R"\underline": 0,
R"\value": 0,
R"\vdots": 3,
R"\vline": 0
}
|
manim_3b1b/manimlib/utils/shaders.py
|
from __future__ import annotations
import os
import re
from functools import lru_cache
import moderngl
from PIL import Image
import numpy as np
from manimlib.config import parse_cli
from manimlib.config import get_configuration
from manimlib.utils.directories import get_shader_dir
from manimlib.utils.file_ops import find_file
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Sequence, Optional, Tuple
from manimlib.typing import UniformDict
from moderngl.vertex_array import VertexArray
from moderngl.framebuffer import Framebuffer
# Global maps updated as textures are allocated
ID_TO_TEXTURE: dict[int, moderngl.Texture] = dict()
PROGRAM_UNIFORM_MIRRORS: dict[int, dict[str, float | tuple]] = dict()
@lru_cache()
def image_path_to_texture(path: str, ctx: moderngl.Context) -> moderngl.Texture:
im = Image.open(path).convert("RGBA")
return ctx.texture(
size=im.size,
components=len(im.getbands()),
data=im.tobytes(),
)
def get_texture_id(texture: moderngl.Texture) -> int:
tid = 0
while tid in ID_TO_TEXTURE:
tid += 1
ID_TO_TEXTURE[tid] = texture
texture.use(location=tid)
return tid
def release_texture(texture_id: int):
texture = ID_TO_TEXTURE.pop(texture_id, None)
if texture is not None:
texture.release()
@lru_cache()
def get_shader_program(
ctx: moderngl.context.Context,
vertex_shader: str,
fragment_shader: Optional[str] = None,
geometry_shader: Optional[str] = None,
) -> moderngl.Program:
return ctx.program(
vertex_shader=vertex_shader,
fragment_shader=fragment_shader,
geometry_shader=geometry_shader,
)
def set_program_uniform(
program: moderngl.Program,
name: str,
value: float | tuple | np.ndarray
) -> bool:
"""
Sets a program uniform, and also keeps track of a dictionary
of previously set uniforms for that program so that it
doesn't needlessly reset it, requiring an exchange with gpu
memory, if it sees the same value again.
Returns True if changed the program, False if it left it as is.
"""
pid = id(program)
if pid not in PROGRAM_UNIFORM_MIRRORS:
PROGRAM_UNIFORM_MIRRORS[pid] = dict()
uniform_mirror = PROGRAM_UNIFORM_MIRRORS[pid]
if type(value) is np.ndarray and value.ndim > 0:
value = tuple(value)
if uniform_mirror.get(name, None) == value:
return False
try:
program[name].value = value
except KeyError:
return False
uniform_mirror[name] = value
return True
@lru_cache()
def get_shader_code_from_file(filename: str) -> str | None:
if not filename:
return None
try:
filepath = find_file(
filename,
directories=[get_shader_dir(), "/"],
extensions=[],
)
except IOError:
return None
with open(filepath, "r") as f:
result = f.read()
# To share functionality between shaders, some functions are read in
# from other files an inserted into the relevant strings before
# passing to ctx.program for compiling
# Replace "#INSERT " lines with relevant code
insertions = re.findall(r"^#INSERT .*\.glsl$", result, flags=re.MULTILINE)
for line in insertions:
inserted_code = get_shader_code_from_file(
os.path.join("inserts", line.replace("#INSERT ", ""))
)
result = result.replace(line, inserted_code)
return result
def get_colormap_code(rgb_list: Sequence[float]) -> str:
data = ",".join(
"vec3({}, {}, {})".format(*rgb)
for rgb in rgb_list
)
return f"vec3[{len(rgb_list)}]({data})"
@lru_cache()
def get_fill_canvas(ctx: moderngl.Context) -> Tuple[Framebuffer, VertexArray]:
"""
Because VMobjects with fill are rendered in a funny way, using
alpha blending to effectively compute the winding number around
each pixel, they need to be rendered to a separate texture, which
is then composited onto the ordinary frame buffer.
This returns a texture, loaded into a frame buffer, and a vao
which can display that texture as a simple quad onto a screen,
along with the rgb value which is meant to be discarded.
"""
cam_config = get_configuration(parse_cli())['camera_config']
size = (cam_config['pixel_width'], cam_config['pixel_height'])
# Important to make sure dtype is floating point (not fixed point)
# so that alpha values can be negative and are not clipped
texture = ctx.texture(size=size, components=4, dtype='f2')
depth_texture = ctx.depth_texture(size=size)
texture_fbo = ctx.framebuffer(texture, depth_texture)
simple_program = ctx.program(
vertex_shader='''
#version 330
in vec2 texcoord;
out vec2 uv;
void main() {
gl_Position = vec4((2.0 * texcoord - 1.0), 0.0, 1.0);
uv = texcoord;
}
''',
fragment_shader='''
#version 330
uniform sampler2D Texture;
uniform sampler2D DepthTexture;
in vec2 uv;
out vec4 color;
void main() {
color = texture(Texture, uv);
if(color.a == 0) discard;
// Counteract scaling in fill frag
color.a *= 1.06;
gl_FragDepth = texture(DepthTexture, uv)[0];
}
''',
)
simple_program['Texture'].value = get_texture_id(texture)
simple_program['DepthTexture'].value = get_texture_id(depth_texture)
verts = np.array([[0, 0], [0, 1], [1, 0], [1, 1]])
fill_texture_vao = ctx.simple_vertex_array(
simple_program,
ctx.buffer(verts.astype('f4').tobytes()),
'texcoord',
mode=moderngl.TRIANGLE_STRIP
)
return (texture_fbo, fill_texture_vao)
|
manim_3b1b/manimlib/utils/simple_functions.py
|
from __future__ import annotations
from functools import lru_cache
import hashlib
import inspect
import math
import numpy as np
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Callable, TypeVar
from manimlib.typing import FloatArray
Scalable = TypeVar("Scalable", float, FloatArray)
def sigmoid(x: float | FloatArray):
return 1.0 / (1 + np.exp(-x))
@lru_cache(maxsize=10)
def choose(n: int, k: int) -> int:
return math.comb(n, k)
def gen_choose(n: int, r: int) -> int:
return int(np.prod(range(n, n - r, -1)) / math.factorial(r))
def get_num_args(function: Callable) -> int:
return len(get_parameters(function))
def get_parameters(function: Callable) -> list:
return list(inspect.signature(function).parameters.keys())
# Just to have a less heavyweight name for this extremely common operation
#
# We may wish to have more fine-grained control over division by zero behavior
# in the future (separate specifiable values for 0/0 and x/0 with x != 0),
# but for now, we just allow the option to handle indeterminate 0/0.
def clip(a: float, min_a: float, max_a: float) -> float:
if a < min_a:
return min_a
elif a > max_a:
return max_a
return a
def arr_clip(arr: np.ndarray, min_a: float, max_a: float) -> np.ndarray:
arr[arr < min_a] = min_a
arr[arr > max_a] = max_a
return arr
def fdiv(a: Scalable, b: Scalable, zero_over_zero_value: Scalable | None = None) -> Scalable:
if zero_over_zero_value is not None:
out = np.full_like(a, zero_over_zero_value)
where = np.logical_or(a != 0, b != 0)
else:
out = None
where = True
return np.true_divide(a, b, out=out, where=where)
def binary_search(function: Callable[[float], float],
target: float,
lower_bound: float,
upper_bound: float,
tolerance:float = 1e-4) -> float | None:
lh = lower_bound
rh = upper_bound
mh = (lh + rh) / 2
while abs(rh - lh) > tolerance:
lx, mx, rx = [function(h) for h in (lh, mh, rh)]
if lx == target:
return lx
if rx == target:
return rx
if lx <= target and rx >= target:
if mx > target:
rh = mh
else:
lh = mh
elif lx > target and rx < target:
lh, rh = rh, lh
else:
return None
mh = (lh + rh) / 2
return mh
def hash_string(string: str) -> str:
# Truncating at 16 bytes for cleanliness
hasher = hashlib.sha256(string.encode())
return hasher.hexdigest()[:16]
|
manim_3b1b/manimlib/utils/color.py
|
from __future__ import annotations
from colour import Color
from colour import hex2rgb
from colour import rgb2hex
import numpy as np
from manimlib.constants import COLORMAP_3B1B
from manimlib.constants import WHITE
from manimlib.utils.bezier import interpolate
from manimlib.utils.iterables import resize_with_interpolation
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Iterable, Sequence
from manimlib.typing import ManimColor, Vect3, Vect4, Vect3Array
def color_to_rgb(color: ManimColor) -> Vect3:
if isinstance(color, str):
return hex_to_rgb(color)
elif isinstance(color, Color):
return np.array(color.get_rgb())
else:
raise Exception("Invalid color type")
def color_to_rgba(color: ManimColor, alpha: float = 1.0) -> Vect4:
return np.array([*color_to_rgb(color), alpha])
def rgb_to_color(rgb: Vect3 | Sequence[float]) -> Color:
try:
return Color(rgb=tuple(rgb))
except ValueError:
return Color(WHITE)
def rgba_to_color(rgba: Vect4) -> Color:
return rgb_to_color(rgba[:3])
def rgb_to_hex(rgb: Vect3 | Sequence[float]) -> str:
return rgb2hex(rgb, force_long=True).upper()
def hex_to_rgb(hex_code: str) -> Vect3:
return np.array(hex2rgb(hex_code))
def invert_color(color: ManimColor) -> Color:
return rgb_to_color(1.0 - color_to_rgb(color))
def color_to_int_rgb(color: ManimColor) -> np.ndarray[int, np.dtype[np.uint8]]:
return (255 * color_to_rgb(color)).astype('uint8')
def color_to_int_rgba(color: ManimColor, opacity: float = 1.0) -> np.ndarray[int, np.dtype[np.uint8]]:
alpha = int(255 * opacity)
return np.array([*color_to_int_rgb(color), alpha], dtype=np.uint8)
def color_to_hex(color: ManimColor) -> str:
return Color(color).get_hex_l().upper()
def hex_to_int(rgb_hex: str) -> int:
return int(rgb_hex[1:], 16)
def int_to_hex(rgb_int: int) -> str:
return f"#{rgb_int:06x}".upper()
def color_gradient(
reference_colors: Iterable[ManimColor],
length_of_output: int
) -> list[Color]:
if length_of_output == 0:
return []
rgbs = list(map(color_to_rgb, reference_colors))
alphas = np.linspace(0, (len(rgbs) - 1), length_of_output)
floors = alphas.astype('int')
alphas_mod1 = alphas % 1
# End edge case
alphas_mod1[-1] = 1
floors[-1] = len(rgbs) - 2
return [
rgb_to_color(np.sqrt(interpolate(rgbs[i]**2, rgbs[i + 1]**2, alpha)))
for i, alpha in zip(floors, alphas_mod1)
]
def interpolate_color(
color1: ManimColor,
color2: ManimColor,
alpha: float
) -> Color:
rgb = np.sqrt(interpolate(color_to_rgb(color1)**2, color_to_rgb(color2)**2, alpha))
return rgb_to_color(rgb)
def average_color(*colors: ManimColor) -> Color:
rgbs = np.array(list(map(color_to_rgb, colors)))
return rgb_to_color(np.sqrt((rgbs**2).mean(0)))
def random_color() -> Color:
return Color(rgb=tuple(np.random.random(3)))
def random_bright_color() -> Color:
color = random_color()
return average_color(color, Color(WHITE))
def get_colormap_list(
map_name: str = "viridis",
n_colors: int = 9
) -> Vect3Array:
"""
Options for map_name:
3b1b_colormap
magma
inferno
plasma
viridis
cividis
twilight
twilight_shifted
turbo
"""
from matplotlib.cm import get_cmap
if map_name == "3b1b_colormap":
rgbs = np.array([color_to_rgb(color) for color in COLORMAP_3B1B])
else:
rgbs = get_cmap(map_name).colors # Make more general?
return resize_with_interpolation(np.array(rgbs), n_colors)
|
manim_3b1b/manimlib/utils/space_ops.py
|
from __future__ import annotations
from functools import reduce
import math
import operator as op
import platform
from mapbox_earcut import triangulate_float32 as earcut
import numpy as np
from scipy.spatial.transform import Rotation
from tqdm.auto import tqdm as ProgressDisplay
from manimlib.constants import DOWN, OUT, RIGHT, UP
from manimlib.constants import PI, TAU
from manimlib.utils.iterables import adjacent_pairs
from manimlib.utils.simple_functions import clip
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Callable, Sequence, List, Tuple
from manimlib.typing import Vect2, Vect3, Vect4, VectN, Matrix3x3, Vect3Array, Vect2Array
def cross(
v1: Vect3 | List[float],
v2: Vect3 | List[float],
out: np.ndarray | None = None
) -> Vect3 | Vect3Array:
is2d = isinstance(v1, np.ndarray) and len(v1.shape) == 2
if is2d:
x1, y1, z1 = v1[:, 0], v1[:, 1], v1[:, 2]
x2, y2, z2 = v2[:, 0], v2[:, 1], v2[:, 2]
else:
x1, y1, z1 = v1
x2, y2, z2 = v2
if out is None:
out = np.empty(np.shape(v1))
out.T[:] = [
y1 * z2 - z1 * y2,
z1 * x2 - x1 * z2,
x1 * y2 - y1 * x2,
]
return out
def get_norm(vect: VectN | List[float]) -> float:
return sum((x**2 for x in vect))**0.5
def normalize(
vect: VectN | List[float],
fall_back: VectN | List[float] | None = None
) -> VectN:
norm = get_norm(vect)
if norm > 0:
return np.array(vect) / norm
elif fall_back is not None:
return np.array(fall_back)
else:
return np.zeros(len(vect))
def poly_line_length(points):
"""
Return the sum of the lengths between adjacent points
"""
diffs = points[1:] - points[:-1]
return np.sqrt((diffs**2).sum(1)).sum()
# Operations related to rotation
def quaternion_mult(*quats: Vect4) -> Vect4:
"""
Inputs are treated as quaternions, where the real part is the
last entry, so as to follow the scipy Rotation conventions.
"""
if len(quats) == 0:
return np.array([0, 0, 0, 1])
result = np.array(quats[0])
for next_quat in quats[1:]:
x1, y1, z1, w1 = result
x2, y2, z2, w2 = next_quat
result[:] = [
w1 * x2 + x1 * w2 + y1 * z2 - z1 * y2,
w1 * y2 + y1 * w2 + z1 * x2 - x1 * z2,
w1 * z2 + z1 * w2 + x1 * y2 - y1 * x2,
w1 * w2 - x1 * x2 - y1 * y2 - z1 * z2,
]
return result
def quaternion_from_angle_axis(
angle: float,
axis: Vect3,
) -> Vect4:
return Rotation.from_rotvec(angle * normalize(axis)).as_quat()
def angle_axis_from_quaternion(quat: Vect4) -> Tuple[float, Vect3]:
rot_vec = Rotation.from_quat(quat).as_rotvec()
norm = get_norm(rot_vec)
return norm, rot_vec / norm
def quaternion_conjugate(quaternion: Vect4) -> Vect4:
result = np.array(quaternion)
result[:3] *= -1
return result
def rotate_vector(
vector: Vect3,
angle: float,
axis: Vect3 = OUT
) -> Vect3:
rot = Rotation.from_rotvec(angle * normalize(axis))
return np.dot(vector, rot.as_matrix().T)
def rotate_vector_2d(vector: Vect2, angle: float) -> Vect2:
# Use complex numbers...because why not
z = complex(*vector) * np.exp(complex(0, angle))
return np.array([z.real, z.imag])
def rotation_matrix_transpose_from_quaternion(quat: Vect4) -> Matrix3x3:
return Rotation.from_quat(quat).as_matrix()
def rotation_matrix_from_quaternion(quat: Vect4) -> Matrix3x3:
return np.transpose(rotation_matrix_transpose_from_quaternion(quat))
def rotation_matrix(angle: float, axis: Vect3) -> Matrix3x3:
"""
Rotation in R^3 about a specified axis of rotation.
"""
return Rotation.from_rotvec(angle * normalize(axis)).as_matrix()
def rotation_matrix_transpose(angle: float, axis: Vect3) -> Matrix3x3:
return rotation_matrix(angle, axis).T
def rotation_about_z(angle: float) -> Matrix3x3:
cos_a = math.cos(angle)
sin_a = math.sin(angle)
return np.array([
[cos_a, -sin_a, 0],
[sin_a, cos_a, 0],
[0, 0, 1]
])
def rotation_between_vectors(v1: Vect3, v2: Vect3) -> Matrix3x3:
atol = 1e-8
if get_norm(v1 - v2) < atol:
return np.identity(3)
axis = cross(v1, v2)
if get_norm(axis) < atol:
# v1 and v2 align
axis = cross(v1, RIGHT)
if get_norm(axis) < atol:
# v1 and v2 _and_ RIGHT all align
axis = cross(v1, UP)
return rotation_matrix(
angle=angle_between_vectors(v1, v2),
axis=axis,
)
def z_to_vector(vector: Vect3) -> Matrix3x3:
return rotation_between_vectors(OUT, vector)
def angle_of_vector(vector: Vect2 | Vect3) -> float:
"""
Returns polar coordinate theta when vector is project on xy plane
"""
return math.atan2(vector[1], vector[0])
def angle_between_vectors(v1: VectN, v2: VectN) -> float:
"""
Returns the angle between two 3D vectors.
This angle will always be btw 0 and pi
"""
n1 = get_norm(v1)
n2 = get_norm(v2)
if n1 == 0 or n2 == 0:
return 0
cos_angle = np.dot(v1, v2) / np.float64(n1 * n2)
return math.acos(clip(cos_angle, -1, 1))
def project_along_vector(point: Vect3, vector: Vect3) -> Vect3:
matrix = np.identity(3) - np.outer(vector, vector)
return np.dot(point, matrix.T)
def normalize_along_axis(
array: np.ndarray,
axis: int,
) -> np.ndarray:
norms = np.sqrt((array * array).sum(axis))
norms[norms == 0] = 1
return array / norms[:, np.newaxis]
def get_unit_normal(
v1: Vect3,
v2: Vect3,
tol: float = 1e-6
) -> Vect3:
v1 = normalize(v1)
v2 = normalize(v2)
cp = cross(v1, v2)
cp_norm = get_norm(cp)
if cp_norm < tol:
# Vectors align, so find a normal to them in the plane shared with the z-axis
new_cp = cross(cross(v1, OUT), v1)
new_cp_norm = get_norm(new_cp)
if new_cp_norm < tol:
return DOWN
return new_cp / new_cp_norm
return cp / cp_norm
###
def thick_diagonal(dim: int, thickness: int = 2) -> np.ndarray:
row_indices = np.arange(dim).repeat(dim).reshape((dim, dim))
col_indices = np.transpose(row_indices)
return (np.abs(row_indices - col_indices) < thickness).astype('uint8')
def compass_directions(n: int = 4, start_vect: Vect3 = RIGHT) -> Vect3:
angle = TAU / n
return np.array([
rotate_vector(start_vect, k * angle)
for k in range(n)
])
def complex_to_R3(complex_num: complex) -> Vect3:
return np.array((complex_num.real, complex_num.imag, 0))
def R3_to_complex(point: Vect3) -> complex:
return complex(*point[:2])
def complex_func_to_R3_func(complex_func: Callable[[complex], complex]) -> Callable[[Vect3], Vect3]:
def result(p: Vect3):
return complex_to_R3(complex_func(R3_to_complex(p)))
return result
def center_of_mass(points: Sequence[Vect3]) -> Vect3:
return np.array(points).sum(0) / len(points)
def midpoint(point1: VectN, point2: VectN) -> VectN:
return center_of_mass([point1, point2])
def line_intersection(
line1: Tuple[Vect3, Vect3],
line2: Tuple[Vect3, Vect3]
) -> Vect3:
"""
return intersection point of two lines,
each defined with a pair of vectors determining
the end points
"""
x_diff = (line1[0][0] - line1[1][0], line2[0][0] - line2[1][0])
y_diff = (line1[0][1] - line1[1][1], line2[0][1] - line2[1][1])
def det(a, b):
return a[0] * b[1] - a[1] * b[0]
div = det(x_diff, y_diff)
if div == 0:
raise Exception("Lines do not intersect")
d = (det(*line1), det(*line2))
x = det(d, x_diff) / div
y = det(d, y_diff) / div
return np.array([x, y, 0])
def find_intersection(
p0: Vect3 | Vect3Array,
v0: Vect3 | Vect3Array,
p1: Vect3 | Vect3Array,
v1: Vect3 | Vect3Array,
threshold: float = 1e-5,
) -> Vect3:
"""
Return the intersection of a line passing through p0 in direction v0
with one passing through p1 in direction v1. (Or array of intersections
from arrays of such points/directions).
For 3d values, it returns the point on the ray p0 + v0 * t closest to the
ray p1 + v1 * t
"""
d = len(p0.shape)
if d == 1:
is_3d = any(arr[2] for arr in (p0, v0, p1, v1))
else:
is_3d = any(z for arr in (p0, v0, p1, v1) for z in arr.T[2])
if not is_3d:
numer = np.array(cross2d(v1, p1 - p0))
denom = np.array(cross2d(v1, v0))
else:
cp1 = cross(v1, p1 - p0)
cp2 = cross(v1, v0)
numer = np.array((cp1 * cp1).sum(d - 1))
denom = np.array((cp1 * cp2).sum(d - 1))
denom[abs(denom) < threshold] = np.inf
ratio = numer / denom
return p0 + (ratio * v0.T).T
def line_intersects_path(
start: Vect2 | Vect3,
end: Vect2 | Vect3,
path: Vect2Array | Vect3Array,
) -> bool:
"""
Tests whether the line (start, end) intersects
a polygonal path defined by its vertices
"""
n = len(path) - 1
p1 = np.empty((n, 2))
q1 = np.empty((n, 2))
p1[:] = start[:2]
q1[:] = end[:2]
p2 = path[:-1, :2]
q2 = path[1:, :2]
v1 = q1 - p1
v2 = q2 - p2
mis1 = cross2d(v1, p2 - p1) * cross2d(v1, q2 - p1) < 0
mis2 = cross2d(v2, p1 - p2) * cross2d(v2, q1 - p2) < 0
return bool((mis1 * mis2).any())
def get_closest_point_on_line(a: VectN, b: VectN, p: VectN) -> VectN:
"""
It returns point x such that
x is on line ab and xp is perpendicular to ab.
If x lies beyond ab line, then it returns nearest edge(a or b).
"""
# x = b + t*(a-b) = t*a + (1-t)*b
t = np.dot(p - b, a - b) / np.dot(a - b, a - b)
if t < 0:
t = 0
if t > 1:
t = 1
return ((t * a) + ((1 - t) * b))
def get_winding_number(points: Sequence[Vect2 | Vect3]) -> float:
total_angle = 0
for p1, p2 in adjacent_pairs(points):
d_angle = angle_of_vector(p2) - angle_of_vector(p1)
d_angle = ((d_angle + PI) % TAU) - PI
total_angle += d_angle
return total_angle / TAU
##
def cross2d(a: Vect2 | Vect2Array, b: Vect2 | Vect2Array) -> Vect2 | Vect2Array:
if len(a.shape) == 2:
return a[:, 0] * b[:, 1] - a[:, 1] * b[:, 0]
else:
return a[0] * b[1] - b[0] * a[1]
def tri_area(
a: Vect2,
b: Vect2,
c: Vect2
) -> float:
return 0.5 * abs(
a[0] * (b[1] - c[1]) +
b[0] * (c[1] - a[1]) +
c[0] * (a[1] - b[1])
)
def is_inside_triangle(
p: Vect2,
a: Vect2,
b: Vect2,
c: Vect2
) -> bool:
"""
Test if point p is inside triangle abc
"""
crosses = np.array([
cross2d(p - a, b - p),
cross2d(p - b, c - p),
cross2d(p - c, a - p),
])
return bool(np.all(crosses > 0) or np.all(crosses < 0))
def norm_squared(v: VectN | List[float]) -> float:
return sum(x * x for x in v)
# TODO, fails for polygons drawn over themselves
def earclip_triangulation(verts: Vect3Array | Vect2Array, ring_ends: list[int]) -> list[int]:
"""
Returns a list of indices giving a triangulation
of a polygon, potentially with holes
- verts is a numpy array of points
- ring_ends is a list of indices indicating where
the ends of new paths are
"""
rings = [
list(range(e0, e1))
for e0, e1 in zip([0, *ring_ends], ring_ends)
]
epsilon = 1e-6
def is_in(point, ring_id):
return abs(abs(get_winding_number([i - point for i in verts[rings[ring_id]]])) - 1) < epsilon
def ring_area(ring_id):
ring = rings[ring_id]
s = 0
for i, j in zip(ring[1:], ring):
s += cross2d(verts[i], verts[j])
return abs(s) / 2
# Points at the same position may cause problems
for i in rings:
if len(i) < 2:
continue
verts[i[0]] += (verts[i[1]] - verts[i[0]]) * epsilon
verts[i[-1]] += (verts[i[-2]] - verts[i[-1]]) * epsilon
# First, we should know which rings are directly contained in it for each ring
right = [max(verts[rings[i], 0]) for i in range(len(rings))]
left = [min(verts[rings[i], 0]) for i in range(len(rings))]
top = [max(verts[rings[i], 1]) for i in range(len(rings))]
bottom = [min(verts[rings[i], 1]) for i in range(len(rings))]
area = [ring_area(i) for i in range(len(rings))]
# The larger ring must be outside
rings_sorted = list(range(len(rings)))
rings_sorted.sort(key=lambda x: area[x], reverse=True)
def is_in_fast(ring_a, ring_b):
# Whether a is in b
return reduce(op.and_, (
left[ring_b] <= left[ring_a] <= right[ring_a] <= right[ring_b],
bottom[ring_b] <= bottom[ring_a] <= top[ring_a] <= top[ring_b],
is_in(verts[rings[ring_a][0]], ring_b)
))
chilren = [[] for i in rings]
ringenum = ProgressDisplay(
enumerate(rings_sorted),
total=len(rings),
leave=False,
ascii=True if platform.system() == 'Windows' else None,
dynamic_ncols=True,
desc="SVG Triangulation",
delay=3,
)
for idx, i in ringenum:
for j in rings_sorted[:idx][::-1]:
if is_in_fast(i, j):
chilren[j].append(i)
break
res = []
# Then, we can use earcut for each part
used = [False] * len(rings)
for i in rings_sorted:
if used[i]:
continue
v = rings[i]
ring_ends = [len(v)]
for j in chilren[i]:
used[j] = True
v += rings[j]
ring_ends.append(len(v))
res += [v[i] for i in earcut(verts[v, :2], ring_ends)]
return res
|
manim_3b1b/manimlib/utils/paths.py
|
from __future__ import annotations
import math
import numpy as np
from manimlib.constants import OUT
from manimlib.utils.bezier import interpolate
from manimlib.utils.space_ops import get_norm
from manimlib.utils.space_ops import rotation_matrix_transpose
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Callable
from manimlib.typing import Vect3, Vect3Array
STRAIGHT_PATH_THRESHOLD = 0.01
def straight_path(
start_points: np.ndarray,
end_points: np.ndarray,
alpha: float
) -> np.ndarray:
"""
Same function as interpolate, but renamed to reflect
intent of being used to determine how a set of points move
to another set. For instance, it should be a specific case
of path_along_arc
"""
return interpolate(start_points, end_points, alpha)
def path_along_arc(
arc_angle: float,
axis: Vect3 = OUT
) -> Callable[[Vect3Array, Vect3Array, float], Vect3Array]:
"""
If vect is vector from start to end, [vect[:,1], -vect[:,0]] is
perpendicular to vect in the left direction.
"""
if abs(arc_angle) < STRAIGHT_PATH_THRESHOLD:
return straight_path
if get_norm(axis) == 0:
axis = OUT
unit_axis = axis / get_norm(axis)
def path(start_points, end_points, alpha):
vects = end_points - start_points
centers = start_points + 0.5 * vects
if arc_angle != np.pi:
centers += np.cross(unit_axis, vects / 2.0) / math.tan(arc_angle / 2)
rot_matrix_T = rotation_matrix_transpose(alpha * arc_angle, unit_axis)
return centers + np.dot(start_points - centers, rot_matrix_T)
return path
def clockwise_path() -> Callable[[Vect3Array, Vect3Array, float], Vect3Array]:
return path_along_arc(-np.pi)
def counterclockwise_path() -> Callable[[Vect3Array, Vect3Array, float], Vect3Array]:
return path_along_arc(np.pi)
|
manim_3b1b/manimlib/utils/rate_functions.py
|
from __future__ import annotations
import numpy as np
from manimlib.utils.bezier import bezier
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Callable
def linear(t: float) -> float:
return t
def smooth(t: float) -> float:
# Zero first and second derivatives at t=0 and t=1.
# Equivalent to bezier([0, 0, 0, 1, 1, 1])
s = 1 - t
return (t**3) * (10 * s * s + 5 * s * t + t * t)
def rush_into(t: float) -> float:
return 2 * smooth(0.5 * t)
def rush_from(t: float) -> float:
return 2 * smooth(0.5 * (t + 1)) - 1
def slow_into(t: float) -> float:
return np.sqrt(1 - (1 - t) * (1 - t))
def double_smooth(t: float) -> float:
if t < 0.5:
return 0.5 * smooth(2 * t)
else:
return 0.5 * (1 + smooth(2 * t - 1))
def there_and_back(t: float) -> float:
new_t = 2 * t if t < 0.5 else 2 * (1 - t)
return smooth(new_t)
def there_and_back_with_pause(t: float, pause_ratio: float = 1. / 3) -> float:
a = 1. / pause_ratio
if t < 0.5 - pause_ratio / 2:
return smooth(a * t)
elif t < 0.5 + pause_ratio / 2:
return 1
else:
return smooth(a - a * t)
def running_start(t: float, pull_factor: float = -0.5) -> float:
return bezier([0, 0, pull_factor, pull_factor, 1, 1, 1])(t)
def overshoot(t: float, pull_factor: float = 1.5) -> float:
return bezier([0, 0, pull_factor, pull_factor, 1, 1])(t)
def not_quite_there(
func: Callable[[float], float] = smooth,
proportion: float = 0.7
) -> Callable[[float], float]:
def result(t):
return proportion * func(t)
return result
def wiggle(t: float, wiggles: float = 2) -> float:
return there_and_back(t) * np.sin(wiggles * np.pi * t)
def squish_rate_func(
func: Callable[[float], float],
a: float = 0.4,
b: float = 0.6
) -> Callable[[float], float]:
def result(t):
if a == b:
return a
elif t < a:
return func(0)
elif t > b:
return func(1)
else:
return func((t - a) / (b - a))
return result
# Stylistically, should this take parameters (with default values)?
# Ultimately, the functionality is entirely subsumed by squish_rate_func,
# but it may be useful to have a nice name for with nice default params for
# "lingering", different from squish_rate_func's default params
def lingering(t: float) -> float:
return squish_rate_func(lambda t: t, 0, 0.8)(t)
def exponential_decay(t: float, half_life: float = 0.1) -> float:
# The half-life should be rather small to minimize
# the cut-off error at the end
return 1 - np.exp(-t / half_life)
|
manim_3b1b/manimlib/utils/dict_ops.py
|
import itertools as it
import numpy as np
def merge_dicts_recursively(*dicts):
"""
Creates a dict whose keyset is the union of all the
input dictionaries. The value for each key is based
on the first dict in the list with that key.
dicts later in the list have higher priority
When values are dictionaries, it is applied recursively
"""
result = dict()
all_items = it.chain(*[d.items() for d in dicts])
for key, value in all_items:
if key in result and isinstance(result[key], dict) and isinstance(value, dict):
result[key] = merge_dicts_recursively(result[key], value)
else:
result[key] = value
return result
def soft_dict_update(d1, d2):
"""
Adds key values pairs of d2 to d1 only when d1 doesn't
already have that key
"""
for key, value in list(d2.items()):
if key not in d1:
d1[key] = value
def dict_eq(d1, d2):
if len(d1) != len(d2):
return False
for key in d1:
value1 = d1[key]
value2 = d2[key]
if type(value1) != type(value2):
return False
if type(d1[key]) == np.ndarray:
if any(d1[key] != d2[key]):
return False
elif d1[key] != d2[key]:
return False
return True
|
manim_3b1b/manimlib/utils/family_ops.py
|
from __future__ import annotations
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Iterable, List, Set, Tuple
from manimlib.mobject.mobject import Mobject
def extract_mobject_family_members(
mobject_list: Iterable[Mobject],
exclude_pointless: bool = False
) -> list[Mobject]:
return [
sm
for mob in mobject_list
for sm in mob.get_family()
if (not exclude_pointless) or sm.has_points()
]
def recursive_mobject_remove(mobjects: List[Mobject], to_remove: Set[Mobject]) -> Tuple[List[Mobject], bool]:
"""
Takes in a list of mobjects, together with a set of mobjects to remove.
The first component of what's removed is a new list such that any mobject
with one of the elements from `to_remove` in its family is no longer in
the list, and in its place are its family members which aren't in `to_remove`
The second component is a boolean value indicating whether any removals were made
"""
result = []
found_in_list = False
for mob in mobjects:
if mob in to_remove:
found_in_list = True
continue
# Recursive call
sub_list, found_in_submobjects = recursive_mobject_remove(
mob.submobjects, to_remove
)
if found_in_submobjects:
result.extend(sub_list)
found_in_list = True
else:
result.append(mob)
return result, found_in_list
|
manim_3b1b/manimlib/utils/images.py
|
from __future__ import annotations
import numpy as np
from PIL import Image
from manimlib.utils.directories import get_raster_image_dir
from manimlib.utils.directories import get_vector_image_dir
from manimlib.utils.file_ops import find_file
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Iterable
def get_full_raster_image_path(image_file_name: str) -> str:
return find_file(
image_file_name,
directories=[get_raster_image_dir()],
extensions=[".jpg", ".jpeg", ".png", ".gif", ""]
)
def get_full_vector_image_path(image_file_name: str) -> str:
return find_file(
image_file_name,
directories=[get_vector_image_dir()],
extensions=[".svg", ".xdv", ""],
)
def invert_image(image: Iterable) -> Image.Image:
arr = np.array(image)
arr = (255 * np.ones(arr.shape)).astype(arr.dtype) - arr
return Image.fromarray(arr)
|
manim_3b1b/manimlib/utils/bezier.py
|
from __future__ import annotations
import numpy as np
from scipy import linalg
from fontTools.cu2qu.cu2qu import curve_to_quadratic
from manimlib.logger import log
from manimlib.utils.simple_functions import choose
from manimlib.utils.space_ops import cross2d
from manimlib.utils.space_ops import cross
from manimlib.utils.space_ops import find_intersection
from manimlib.utils.space_ops import midpoint
from manimlib.utils.space_ops import get_norm
from manimlib.utils.space_ops import z_to_vector
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Callable, Sequence, TypeVar, Tuple
from manimlib.typing import VectN, FloatArray, VectNArray, Vect3Array
Scalable = TypeVar("Scalable", float, FloatArray)
CLOSED_THRESHOLD = 0.001
def bezier(
points: Sequence[float | FloatArray] | VectNArray
) -> Callable[[float], float | FloatArray]:
if len(points) == 0:
raise Exception("bezier cannot be calld on an empty list")
n = len(points) - 1
def result(t: float) -> float | FloatArray:
return sum(
((1 - t)**(n - k)) * (t**k) * choose(n, k) * point
for k, point in enumerate(points)
)
return result
def partial_bezier_points(
points: Sequence[Scalable],
a: float,
b: float
) -> list[Scalable]:
"""
Given an list of points which define
a bezier curve, and two numbers 0<=a<b<=1,
return an list of the same size, which
describes the portion of the original bezier
curve on the interval [a, b].
This algorithm is pretty nifty, and pretty dense.
"""
if a == 1:
return [points[-1]] * len(points)
a_to_1 = [
bezier(points[i:])(a)
for i in range(len(points))
]
end_prop = (b - a) / (1. - a)
return [
bezier(a_to_1[:i + 1])(end_prop)
for i in range(len(points))
]
# Shortened version of partial_bezier_points just for quadratics,
# since this is called a fair amount
def partial_quadratic_bezier_points(
points: Sequence[VectN] | VectNArray,
a: float,
b: float
) -> list[VectN]:
if a == 1:
return 3 * [points[-1]]
def curve(t):
return points[0] * (1 - t) * (1 - t) + 2 * points[1] * t * (1 - t) + points[2] * t * t
# bezier(points)
h0 = curve(a) if a > 0 else points[0]
h2 = curve(b) if b < 1 else points[2]
h1_prime = (1 - a) * points[1] + a * points[2]
end_prop = (b - a) / (1. - a)
h1 = (1 - end_prop) * h0 + end_prop * h1_prime
return [h0, h1, h2]
# Linear interpolation variants
def interpolate(start: Scalable, end: Scalable, alpha: float | VectN) -> Scalable:
try:
return (1 - alpha) * start + alpha * end
except TypeError:
log.debug(f"`start` parameter with type `{type(start)}` and dtype `{start.dtype}`")
log.debug(f"`end` parameter with type `{type(end)}` and dtype `{end.dtype}`")
log.debug(f"`alpha` parameter with value `{alpha}`")
import sys
sys.exit(2)
def outer_interpolate(
start: Scalable,
end: Scalable,
alpha: Scalable,
) -> np.ndarray:
result = np.outer(1 - alpha, start) + np.outer(alpha, end)
return result.reshape((*np.shape(alpha), *np.shape(start)))
def set_array_by_interpolation(
arr: np.ndarray,
arr1: np.ndarray,
arr2: np.ndarray,
alpha: float,
interp_func: Callable[[np.ndarray, np.ndarray, float], np.ndarray] = interpolate
) -> np.ndarray:
arr[:] = interp_func(arr1, arr2, alpha)
return arr
def integer_interpolate(
start: int,
end: int,
alpha: float
) -> tuple[int, float]:
"""
alpha is a float between 0 and 1. This returns
an integer between start and end (inclusive) representing
appropriate interpolation between them, along with a
"residue" representing a new proportion between the
returned integer and the next one of the
list.
For example, if start=0, end=10, alpha=0.46, This
would return (4, 0.6).
"""
if alpha >= 1:
return (end - 1, 1.0)
if alpha <= 0:
return (start, 0)
value = int(interpolate(start, end, alpha))
residue = ((end - start) * alpha) % 1
return (value, residue)
def mid(start: Scalable, end: Scalable) -> Scalable:
return (start + end) / 2.0
def inverse_interpolate(start: Scalable, end: Scalable, value: Scalable) -> np.ndarray:
return np.true_divide(value - start, end - start)
def match_interpolate(
new_start: Scalable,
new_end: Scalable,
old_start: Scalable,
old_end: Scalable,
old_value: Scalable
) -> Scalable:
return interpolate(
new_start, new_end,
inverse_interpolate(old_start, old_end, old_value)
)
def quadratic_bezier_points_for_arc(angle: float, n_components: int = 8):
n_points = 2 * n_components + 1
angles = np.linspace(0, angle, n_points)
points = np.array([np.cos(angles), np.sin(angles), np.zeros(n_points)]).T
# Adjust handles
theta = angle / n_components
points[1::2] /= np.cos(theta / 2)
return points
def approx_smooth_quadratic_bezier_handles(
points: FloatArray
) -> FloatArray:
"""
Figuring out which bezier curves most smoothly connect a sequence of points.
Given three successive points, P0, P1 and P2, you can compute that by defining
h = (1/4) P0 + P1 - (1/4)P2, the bezier curve defined by (P0, h, P1) will pass
through the point P2.
So for a given set of four successive points, P0, P1, P2, P3, if we want to add
a handle point h between P1 and P2 so that the quadratic bezier (P1, h, P2) is
part of a smooth curve passing through all four points, we calculate one solution
for h that would produce a parbola passing through P3, call it smooth_to_right, and
another that would produce a parabola passing through P0, call it smooth_to_left,
and use the midpoint between the two.
"""
if len(points) == 2:
return midpoint(*points)
smooth_to_right, smooth_to_left = [
0.25 * ps[0:-2] + ps[1:-1] - 0.25 * ps[2:]
for ps in (points, points[::-1])
]
if np.isclose(points[0], points[-1]).all():
last_str = 0.25 * points[-2] + points[-1] - 0.25 * points[1]
last_stl = 0.25 * points[1] + points[0] - 0.25 * points[-2]
else:
last_str = smooth_to_left[0]
last_stl = smooth_to_right[0]
handles = 0.5 * np.vstack([smooth_to_right, [last_str]])
handles += 0.5 * np.vstack([last_stl, smooth_to_left[::-1]])
return handles
def smooth_quadratic_path(anchors: Vect3Array) -> Vect3Array:
"""
Returns a path defining a smooth quadratic bezier spline
through anchors.
"""
if len(anchors) < 2:
return anchors
elif len(anchors) == 2:
return np.array([anchors[0], anchors.mean(1), anchors[2]])
is_flat = (anchors[:, 2] == 0).all()
if not is_flat:
normal = cross(anchors[2] - anchors[1], anchors[1] - anchors[0])
rot = z_to_vector(normal)
anchors = np.dot(anchors, rot)
shift = anchors[0, 2]
anchors[:, 2] -= shift
h1s, h2s = get_smooth_cubic_bezier_handle_points(anchors)
quads = [anchors[0, :2]]
for cub_bs in zip(anchors[:-1], h1s, h2s, anchors[1:]):
# Try to use fontTools curve_to_quadratic
new_quads = curve_to_quadratic(
[b[:2] for b in cub_bs],
max_err=0.1 * get_norm(cub_bs[3] - cub_bs[0])
)
# Otherwise fall back on home baked solution
if new_quads is None or len(new_quads) % 2 == 0:
new_quads = get_quadratic_approximation_of_cubic(*cub_bs)[:, :2]
quads.extend(new_quads[1:])
new_path = np.zeros((len(quads), 3))
new_path[:, :2] = quads
if not is_flat:
new_path[:, 2] += shift
new_path = np.dot(new_path, rot.T)
return new_path
def get_smooth_cubic_bezier_handle_points(
points: Sequence[VectN] | VectNArray
) -> tuple[FloatArray, FloatArray]:
points = np.array(points)
num_handles = len(points) - 1
dim = points.shape[1]
if num_handles < 1:
return np.zeros((0, dim)), np.zeros((0, dim))
# Must solve 2*num_handles equations to get the handles.
# l and u are the number of lower an upper diagonal rows
# in the matrix to solve.
l, u = 2, 1
# diag is a representation of the matrix in diagonal form
# See https://www.particleincell.com/2012/bezier-splines/
# for how to arrive at these equations
diag = np.zeros((l + u + 1, 2 * num_handles))
diag[0, 1::2] = -1
diag[0, 2::2] = 1
diag[1, 0::2] = 2
diag[1, 1::2] = 1
diag[2, 1:-2:2] = -2
diag[3, 0:-3:2] = 1
# last
diag[2, -2] = -1
diag[1, -1] = 2
# This is the b as in Ax = b, where we are solving for x,
# and A is represented using diag. However, think of entries
# to x and b as being points in space, not numbers
b = np.zeros((2 * num_handles, dim))
b[1::2] = 2 * points[1:]
b[0] = points[0]
b[-1] = points[-1]
def solve_func(b):
return linalg.solve_banded((l, u), diag, b)
use_closed_solve_function = is_closed(points)
if use_closed_solve_function:
# Get equations to relate first and last points
matrix = diag_to_matrix((l, u), diag)
# last row handles second derivative
matrix[-1, [0, 1, -2, -1]] = [2, -1, 1, -2]
# first row handles first derivative
matrix[0, :] = np.zeros(matrix.shape[1])
matrix[0, [0, -1]] = [1, 1]
b[0] = 2 * points[0]
b[-1] = np.zeros(dim)
def closed_curve_solve_func(b):
return linalg.solve(matrix, b)
handle_pairs = np.zeros((2 * num_handles, dim))
for i in range(dim):
if use_closed_solve_function:
handle_pairs[:, i] = closed_curve_solve_func(b[:, i])
else:
handle_pairs[:, i] = solve_func(b[:, i])
return handle_pairs[0::2], handle_pairs[1::2]
def diag_to_matrix(
l_and_u: tuple[int, int],
diag: np.ndarray
) -> np.ndarray:
"""
Converts array whose rows represent diagonal
entries of a matrix into the matrix itself.
See scipy.linalg.solve_banded
"""
l, u = l_and_u
dim = diag.shape[1]
matrix = np.zeros((dim, dim))
for i in range(l + u + 1):
np.fill_diagonal(
matrix[max(0, i - u):, max(0, u - i):],
diag[i, max(0, u - i):]
)
return matrix
def is_closed(points: FloatArray) -> bool:
return np.allclose(points[0], points[-1])
# Given 4 control points for a cubic bezier curve (or arrays of such)
# return control points for 2 quadratics (or 2n quadratics) approximating them.
def get_quadratic_approximation_of_cubic(
a0: FloatArray,
h0: FloatArray,
h1: FloatArray,
a1: FloatArray
) -> FloatArray:
a0 = np.array(a0, ndmin=2)
h0 = np.array(h0, ndmin=2)
h1 = np.array(h1, ndmin=2)
a1 = np.array(a1, ndmin=2)
# Tangent vectors at the start and end.
T0 = h0 - a0
T1 = a1 - h1
# Search for inflection points. If none are found, use the
# midpoint as a cut point.
# Based on http://www.caffeineowl.com/graphics/2d/vectorial/cubic-inflexion.html
has_infl = np.ones(len(a0), dtype=bool)
p = h0 - a0
q = h1 - 2 * h0 + a0
r = a1 - 3 * h1 + 3 * h0 - a0
a = cross2d(q, r)
b = cross2d(p, r)
c = cross2d(p, q)
disc = b * b - 4 * a * c
has_infl &= (disc > 0)
sqrt_disc = np.sqrt(np.abs(disc))
settings = np.seterr(all='ignore')
ti_bounds = []
for sgn in [-1, +1]:
ti = (-b + sgn * sqrt_disc) / (2 * a)
ti[a == 0] = (-c / b)[a == 0]
ti[(a == 0) & (b == 0)] = 0
ti_bounds.append(ti)
ti_min, ti_max = ti_bounds
np.seterr(**settings)
ti_min_in_range = has_infl & (0 < ti_min) & (ti_min < 1)
ti_max_in_range = has_infl & (0 < ti_max) & (ti_max < 1)
# Choose a value of t which starts at 0.5,
# but is updated to one of the inflection points
# if they lie between 0 and 1
t_mid = 0.5 * np.ones(len(a0))
t_mid[ti_min_in_range] = ti_min[ti_min_in_range]
t_mid[ti_max_in_range] = ti_max[ti_max_in_range]
m, n = a0.shape
t_mid = t_mid.repeat(n).reshape((m, n))
# Compute bezier point and tangent at the chosen value of t
mid = bezier([a0, h0, h1, a1])(t_mid)
Tm = bezier([h0 - a0, h1 - h0, a1 - h1])(t_mid)
# Intersection between tangent lines at end points
# and tangent in the middle
i0 = find_intersection(a0, T0, mid, Tm)
i1 = find_intersection(a1, T1, mid, Tm)
m, n = np.shape(a0)
result = np.zeros((5 * m, n))
result[0::5] = a0
result[1::5] = i0
result[2::5] = mid
result[3::5] = i1
result[4::5] = a1
return result
def get_smooth_quadratic_bezier_path_through(
points: Sequence[VectN]
) -> np.ndarray:
# TODO
h0, h1 = get_smooth_cubic_bezier_handle_points(points)
a0 = points[:-1]
a1 = points[1:]
return get_quadratic_approximation_of_cubic(a0, h0, h1, a1)
|
manim_3b1b/manimlib/utils/file_ops.py
|
from __future__ import annotations
import os
import numpy as np
import validators
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Iterable
def add_extension_if_not_present(file_name: str, extension: str) -> str:
# This could conceivably be smarter about handling existing differing extensions
if(file_name[-len(extension):] != extension):
return file_name + extension
else:
return file_name
def guarantee_existence(path: str) -> str:
if not os.path.exists(path):
os.makedirs(path)
return os.path.abspath(path)
def find_file(
file_name: str,
directories: Iterable[str] | None = None,
extensions: Iterable[str] | None = None
) -> str:
# Check if this is a file online first, and if so, download
# it to a temporary directory
if validators.url(file_name):
import urllib.request
from manimlib.utils.directories import get_downloads_dir
stem, name = os.path.split(file_name)
folder = get_downloads_dir()
path = os.path.join(folder, name)
urllib.request.urlretrieve(file_name, path)
return path
# Check if what was passed in is already a valid path to a file
if os.path.exists(file_name):
return file_name
# Otherwise look in local file system
directories = directories or [""]
extensions = extensions or [""]
possible_paths = (
os.path.join(directory, file_name + extension)
for directory in directories
for extension in extensions
)
for path in possible_paths:
if os.path.exists(path):
return path
raise IOError(f"{file_name} not Found")
def get_sorted_integer_files(
directory: str,
min_index: float = 0,
max_index: float = np.inf,
remove_non_integer_files: bool = False,
remove_indices_greater_than: float | None = None,
extension: str | None = None,
) -> list[str]:
indexed_files = []
for file in os.listdir(directory):
if '.' in file:
index_str = file[:file.index('.')]
else:
index_str = file
full_path = os.path.join(directory, file)
if index_str.isdigit():
index = int(index_str)
if remove_indices_greater_than is not None:
if index > remove_indices_greater_than:
os.remove(full_path)
continue
if extension is not None and not file.endswith(extension):
continue
if index >= min_index and index < max_index:
indexed_files.append((index, file))
elif remove_non_integer_files:
os.remove(full_path)
indexed_files.sort(key=lambda p: p[0])
return list(map(lambda p: os.path.join(directory, p[1]), indexed_files))
|
manim_3b1b/manimlib/utils/sounds.py
|
from __future__ import annotations
from manimlib.utils.directories import get_sound_dir
from manimlib.utils.file_ops import find_file
def get_full_sound_file_path(sound_file_name: str) -> str:
return find_file(
sound_file_name,
directories=[get_sound_dir()],
extensions=[".wav", ".mp3", ""]
)
|
manim_3b1b/manimlib/camera/__init__.py
| |
manim_3b1b/manimlib/camera/camera_frame.py
|
from __future__ import annotations
import math
import numpy as np
from scipy.spatial.transform import Rotation
from pyrr import Matrix44
from manimlib.constants import DEGREES, RADIANS
from manimlib.constants import FRAME_SHAPE
from manimlib.constants import DOWN, LEFT, ORIGIN, OUT, RIGHT, UP
from manimlib.mobject.mobject import Mobject
from manimlib.utils.space_ops import normalize
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from manimlib.typing import Vect3
class CameraFrame(Mobject):
def __init__(
self,
frame_shape: tuple[float, float] = FRAME_SHAPE,
center_point: Vect3 = ORIGIN,
# Field of view in the y direction
fovy: float = 45 * DEGREES,
**kwargs,
):
super().__init__(**kwargs)
self.uniforms["orientation"] = Rotation.identity().as_quat()
self.uniforms["fovy"] = fovy
self.default_orientation = Rotation.identity()
self.view_matrix = np.identity(4)
self.camera_location = OUT # This will be updated by set_points
self.set_points(np.array([ORIGIN, LEFT, RIGHT, DOWN, UP]))
self.set_width(frame_shape[0], stretch=True)
self.set_height(frame_shape[1], stretch=True)
self.move_to(center_point)
def set_orientation(self, rotation: Rotation):
self.uniforms["orientation"][:] = rotation.as_quat()
return self
def get_orientation(self):
return Rotation.from_quat(self.uniforms["orientation"])
def make_orientation_default(self):
self.default_orientation = self.get_orientation()
return self
def to_default_state(self):
self.set_shape(*FRAME_SHAPE)
self.center()
self.set_orientation(self.default_orientation)
return self
def get_euler_angles(self) -> np.ndarray:
orientation = self.get_orientation()
if all(orientation.as_quat() == [0, 0, 0, 1]):
return np.zeros(3)
return orientation.as_euler("zxz")[::-1]
def get_theta(self):
return self.get_euler_angles()[0]
def get_phi(self):
return self.get_euler_angles()[1]
def get_gamma(self):
return self.get_euler_angles()[2]
def get_scale(self):
return self.get_height() / FRAME_SHAPE[1]
def get_inverse_camera_rotation_matrix(self):
return self.get_orientation().as_matrix().T
def get_view_matrix(self, refresh=False):
"""
Returns a 4x4 for the affine transformation mapping a point
into the camera's internal coordinate system
"""
if self._data_has_changed:
shift = np.identity(4)
rotation = np.identity(4)
scale_mat = np.identity(4)
shift[:3, 3] = -self.get_center()
rotation[:3, :3] = self.get_inverse_camera_rotation_matrix()
scale = self.get_scale()
if scale > 0:
scale_mat[:3, :3] /= self.get_scale()
self.view_matrix = np.dot(scale_mat, np.dot(rotation, shift))
return self.view_matrix
def get_inv_view_matrix(self):
return np.linalg.inv(self.get_view_matrix())
@Mobject.affects_data
def interpolate(self, *args, **kwargs):
super().interpolate(*args, **kwargs)
@Mobject.affects_data
def rotate(self, angle: float, axis: np.ndarray = OUT, **kwargs):
rot = Rotation.from_rotvec(angle * normalize(axis))
self.set_orientation(rot * self.get_orientation())
return self
def set_euler_angles(
self,
theta: float | None = None,
phi: float | None = None,
gamma: float | None = None,
units: float = RADIANS
):
eulers = self.get_euler_angles() # theta, phi, gamma
for i, var in enumerate([theta, phi, gamma]):
if var is not None:
eulers[i] = var * units
if all(eulers == 0):
rot = Rotation.identity()
else:
rot = Rotation.from_euler("zxz", eulers[::-1])
self.set_orientation(rot)
return self
def reorient(
self,
theta_degrees: float | None = None,
phi_degrees: float | None = None,
gamma_degrees: float | None = None,
):
"""
Shortcut for set_euler_angles, defaulting to taking
in angles in degrees
"""
self.set_euler_angles(theta_degrees, phi_degrees, gamma_degrees, units=DEGREES)
return self
def set_theta(self, theta: float):
return self.set_euler_angles(theta=theta)
def set_phi(self, phi: float):
return self.set_euler_angles(phi=phi)
def set_gamma(self, gamma: float):
return self.set_euler_angles(gamma=gamma)
def increment_theta(self, dtheta: float):
self.rotate(dtheta, OUT)
return self
def increment_phi(self, dphi: float):
self.rotate(dphi, self.get_inverse_camera_rotation_matrix()[0])
return self
def increment_gamma(self, dgamma: float):
self.rotate(dgamma, self.get_inverse_camera_rotation_matrix()[2])
return self
@Mobject.affects_data
def set_focal_distance(self, focal_distance: float):
self.uniforms["fovy"] = 2 * math.atan(0.5 * self.get_height() / focal_distance)
return self
@Mobject.affects_data
def set_field_of_view(self, field_of_view: float):
self.uniforms["fovy"] = field_of_view
return self
def get_shape(self):
return (self.get_width(), self.get_height())
def get_aspect_ratio(self):
width, height = self.get_shape()
return width / height
def get_center(self) -> np.ndarray:
# Assumes first point is at the center
return self.get_points()[0]
def get_width(self) -> float:
points = self.get_points()
return points[2, 0] - points[1, 0]
def get_height(self) -> float:
points = self.get_points()
return points[4, 1] - points[3, 1]
def get_focal_distance(self) -> float:
return 0.5 * self.get_height() / math.tan(0.5 * self.uniforms["fovy"])
def get_field_of_view(self) -> float:
return self.uniforms["fovy"]
def get_implied_camera_location(self) -> np.ndarray:
if self._data_has_changed:
to_camera = self.get_inverse_camera_rotation_matrix()[2]
dist = self.get_focal_distance()
self.camera_location = self.get_center() + dist * to_camera
return self.camera_location
def to_fixed_frame_point(self, point: Vect3, relative: bool = False):
view = self.get_view_matrix()
point4d = [*point, 0 if relative else 1]
return np.dot(point4d, view.T)[:3]
def from_fixed_frame_point(self, point: Vect3, relative: bool = False):
inv_view = self.get_inv_view_matrix()
point4d = [*point, 0 if relative else 1]
return np.dot(point4d, inv_view.T)[:3]
|
manim_3b1b/manimlib/camera/camera.py
|
from __future__ import annotations
import moderngl
import numpy as np
import OpenGL.GL as gl
from PIL import Image
from manimlib.camera.camera_frame import CameraFrame
from manimlib.constants import BLACK
from manimlib.constants import DEFAULT_FPS
from manimlib.constants import DEFAULT_PIXEL_HEIGHT, DEFAULT_PIXEL_WIDTH
from manimlib.constants import FRAME_WIDTH
from manimlib.mobject.mobject import Mobject
from manimlib.mobject.mobject import Point
from manimlib.utils.color import color_to_rgba
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Optional
from manimlib.typing import ManimColor, Vect3
from manimlib.window import Window
class Camera(object):
def __init__(
self,
window: Optional[Window] = None,
background_image: Optional[str] = None,
frame_config: dict = dict(),
pixel_width: int = DEFAULT_PIXEL_WIDTH,
pixel_height: int = DEFAULT_PIXEL_HEIGHT,
fps: int = DEFAULT_FPS,
# Note: frame height and width will be resized to match the pixel aspect ratio
background_color: ManimColor = BLACK,
background_opacity: float = 1.0,
# Points in vectorized mobjects with norm greater
# than this value will be rescaled.
max_allowable_norm: float = FRAME_WIDTH,
image_mode: str = "RGBA",
n_channels: int = 4,
pixel_array_dtype: type = np.uint8,
light_source_position: Vect3 = np.array([-10, 10, 10]),
# Although vector graphics handle antialiasing fine
# without multisampling, for 3d scenes one might want
# to set samples to be greater than 0.
samples: int = 0,
):
self.background_image = background_image
self.window = window
self.default_pixel_shape = (pixel_width, pixel_height)
self.fps = fps
self.max_allowable_norm = max_allowable_norm
self.image_mode = image_mode
self.n_channels = n_channels
self.pixel_array_dtype = pixel_array_dtype
self.light_source_position = light_source_position
self.samples = samples
self.rgb_max_val: float = np.iinfo(self.pixel_array_dtype).max
self.background_rgba: list[float] = list(color_to_rgba(
background_color, background_opacity
))
self.uniforms = dict()
self.init_frame(**frame_config)
self.init_context()
self.init_fbo()
self.init_light_source()
def init_frame(self, **config) -> None:
self.frame = CameraFrame(**config)
def init_context(self) -> None:
if self.window is None:
self.ctx: moderngl.Context = moderngl.create_standalone_context()
else:
self.ctx: moderngl.Context = self.window.ctx
self.ctx.enable(moderngl.PROGRAM_POINT_SIZE)
self.ctx.enable(moderngl.BLEND)
def init_fbo(self) -> None:
# This is the buffer used when writing to a video/image file
self.fbo_for_files = self.get_fbo(self.samples)
# This is the frame buffer we'll draw into when emitting frames
self.draw_fbo = self.get_fbo(samples=0)
if self.window is None:
self.window_fbo = None
self.fbo = self.fbo_for_files
else:
self.window_fbo = self.ctx.detect_framebuffer()
self.fbo = self.window_fbo
self.fbo.use()
def init_light_source(self) -> None:
self.light_source = Point(self.light_source_position)
def use_window_fbo(self, use: bool = True):
assert(self.window is not None)
if use:
self.fbo = self.window_fbo
else:
self.fbo = self.fbo_for_files
# Methods associated with the frame buffer
def get_fbo(
self,
samples: int = 0
) -> moderngl.Framebuffer:
return self.ctx.framebuffer(
color_attachments=self.ctx.texture(
self.default_pixel_shape,
components=self.n_channels,
samples=samples,
),
depth_attachment=self.ctx.depth_renderbuffer(
self.default_pixel_shape,
samples=samples
)
)
def clear(self) -> None:
self.fbo.clear(*self.background_rgba)
def blit(self, src_fbo, dst_fbo):
"""
Copy blocks between fbo's using Blit
"""
gl.glBindFramebuffer(gl.GL_READ_FRAMEBUFFER, src_fbo.glo)
gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, dst_fbo.glo)
gl.glBlitFramebuffer(
*src_fbo.viewport,
*dst_fbo.viewport,
gl.GL_COLOR_BUFFER_BIT, gl.GL_LINEAR
)
def get_raw_fbo_data(self, dtype: str = 'f1') -> bytes:
self.blit(self.fbo, self.draw_fbo)
return self.draw_fbo.read(
viewport=self.draw_fbo.viewport,
components=self.n_channels,
dtype=dtype,
)
def get_image(self) -> Image.Image:
return Image.frombytes(
'RGBA',
self.get_pixel_shape(),
self.get_raw_fbo_data(),
'raw', 'RGBA', 0, -1
)
def get_pixel_array(self) -> np.ndarray:
raw = self.get_raw_fbo_data(dtype='f4')
flat_arr = np.frombuffer(raw, dtype='f4')
arr = flat_arr.reshape([*reversed(self.draw_fbo.size), self.n_channels])
arr = arr[::-1]
# Convert from float
return (self.rgb_max_val * arr).astype(self.pixel_array_dtype)
# Needed?
def get_texture(self) -> moderngl.Texture:
texture = self.ctx.texture(
size=self.fbo.size,
components=4,
data=self.get_raw_fbo_data(),
dtype='f4'
)
return texture
# Getting camera attributes
def get_pixel_size(self) -> float:
return self.frame.get_width() / self.get_pixel_shape()[0]
def get_pixel_shape(self) -> tuple[int, int]:
return self.fbo.size
def get_pixel_width(self) -> int:
return self.get_pixel_shape()[0]
def get_pixel_height(self) -> int:
return self.get_pixel_shape()[1]
def get_aspect_ratio(self):
pw, ph = self.get_pixel_shape()
return pw / ph
def get_frame_height(self) -> float:
return self.frame.get_height()
def get_frame_width(self) -> float:
return self.frame.get_width()
def get_frame_shape(self) -> tuple[float, float]:
return (self.get_frame_width(), self.get_frame_height())
def get_frame_center(self) -> np.ndarray:
return self.frame.get_center()
def get_location(self) -> tuple[float, float, float]:
return self.frame.get_implied_camera_location()
def resize_frame_shape(self, fixed_dimension: bool = False) -> None:
"""
Changes frame_shape to match the aspect ratio
of the pixels, where fixed_dimension determines
whether frame_height or frame_width
remains fixed while the other changes accordingly.
"""
frame_height = self.get_frame_height()
frame_width = self.get_frame_width()
aspect_ratio = self.get_aspect_ratio()
if not fixed_dimension:
frame_height = frame_width / aspect_ratio
else:
frame_width = aspect_ratio * frame_height
self.frame.set_height(frame_height, stretch=true)
self.frame.set_width(frame_width, stretch=true)
# Rendering
def capture(self, *mobjects: Mobject) -> None:
self.clear()
self.refresh_uniforms()
self.fbo.use()
for mobject in mobjects:
mobject.render(self.ctx, self.uniforms)
if self.window is not None and self.fbo is not self.window_fbo:
self.blit(self.fbo, self.window_fbo)
def refresh_uniforms(self) -> None:
frame = self.frame
view_matrix = frame.get_view_matrix()
light_pos = self.light_source.get_location()
cam_pos = self.frame.get_implied_camera_location()
self.uniforms.update(
view=tuple(view_matrix.T.flatten()),
focal_distance=frame.get_focal_distance() / frame.get_scale(),
frame_scale=frame.get_scale(),
pixel_size=self.get_pixel_size(),
camera_position=tuple(cam_pos),
light_position=tuple(light_pos),
)
# Mostly just defined so old scenes don't break
class ThreeDCamera(Camera):
def __init__(self, samples: int = 4, **kwargs):
super().__init__(samples=samples, **kwargs)
|
manim_3b1b/manimlib/shaders/inserts/NOTE.md
|
There seems to be no analog to #include in C++ for OpenGL shaders. While there are other options for sharing code between shaders, a lot of them aren't great, especially if the goal is to have all the logic for which specific bits of code to share handled in the shader file itself. So the way manim currently works is to replace any line which looks like
#INSERT <file_name>
with the code from one of the files in this folder.
The functions in this file may include declarations of uniforms, so one should not re-declare those in the surrounding context.
|
manim_3b1b/manimlib/event_handler/__init__.py
|
from manimlib.event_handler.event_dispatcher import EventDispatcher
# This is supposed to be a Singleton
# i.e., during runtime there should be only one object of Event Dispatcher
EVENT_DISPATCHER = EventDispatcher()
|
manim_3b1b/manimlib/event_handler/event_dispatcher.py
|
from __future__ import annotations
import numpy as np
from manimlib.event_handler.event_listner import EventListener
from manimlib.event_handler.event_type import EventType
class EventDispatcher(object):
def __init__(self):
self.event_listners: dict[
EventType, list[EventListener]
] = {
event_type: []
for event_type in EventType
}
self.mouse_point = np.array((0., 0., 0.))
self.mouse_drag_point = np.array((0., 0., 0.))
self.pressed_keys: set[int] = set()
self.draggable_object_listners: list[EventListener] = []
def add_listner(self, event_listner: EventListener):
assert(isinstance(event_listner, EventListener))
self.event_listners[event_listner.event_type].append(event_listner)
return self
def remove_listner(self, event_listner: EventListener):
assert(isinstance(event_listner, EventListener))
try:
while event_listner in self.event_listners[event_listner.event_type]:
self.event_listners[event_listner.event_type].remove(event_listner)
except:
# raise ValueError("Handler is not handling this event, so cannot remove it.")
pass
return self
def dispatch(self, event_type: EventType, **event_data):
if event_type == EventType.MouseMotionEvent:
self.mouse_point = event_data["point"]
elif event_type == EventType.MouseDragEvent:
self.mouse_drag_point = event_data["point"]
elif event_type == EventType.KeyPressEvent:
self.pressed_keys.add(event_data["symbol"]) # Modifiers?
elif event_type == EventType.KeyReleaseEvent:
self.pressed_keys.difference_update({event_data["symbol"]}) # Modifiers?
elif event_type == EventType.MousePressEvent:
self.draggable_object_listners = [
listner
for listner in self.event_listners[EventType.MouseDragEvent]
if listner.mobject.is_point_touching(self.mouse_point)
]
elif event_type == EventType.MouseReleaseEvent:
self.draggable_object_listners = []
propagate_event = None
if event_type == EventType.MouseDragEvent:
for listner in self.draggable_object_listners:
assert(isinstance(listner, EventListener))
propagate_event = listner.callback(listner.mobject, event_data)
if propagate_event is not None and propagate_event is False:
return propagate_event
elif event_type.value.startswith('mouse'):
for listner in self.event_listners[event_type]:
if listner.mobject.is_point_touching(self.mouse_point):
propagate_event = listner.callback(
listner.mobject, event_data)
if propagate_event is not None and propagate_event is False:
return propagate_event
elif event_type.value.startswith('key'):
for listner in self.event_listners[event_type]:
propagate_event = listner.callback(listner.mobject, event_data)
if propagate_event is not None and propagate_event is False:
return propagate_event
return propagate_event
def get_listners_count(self) -> int:
return sum([len(value) for key, value in self.event_listners.items()])
def get_mouse_point(self) -> np.ndarray:
return self.mouse_point
def get_mouse_drag_point(self) -> np.ndarray:
return self.mouse_drag_point
def is_key_pressed(self, symbol: int) -> bool:
return (symbol in self.pressed_keys)
__iadd__ = add_listner
__isub__ = remove_listner
__call__ = dispatch
__len__ = get_listners_count
|
manim_3b1b/manimlib/event_handler/event_listner.py
|
from __future__ import annotations
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Callable
from manimlib.event_handler.event_type import EventType
from manimlib.mobject.mobject import Mobject
class EventListener(object):
def __init__(
self,
mobject: Mobject,
event_type: EventType,
event_callback: Callable[[Mobject, dict[str]]]
):
self.mobject = mobject
self.event_type = event_type
self.callback = event_callback
def __eq__(self, o: object) -> bool:
return_val = False
try:
return_val = self.callback == o.callback \
and self.mobject == o.mobject \
and self.event_type == o.event_type
except:
pass
return return_val
|
manim_3b1b/manimlib/event_handler/event_type.py
|
from enum import Enum
class EventType(Enum):
MouseMotionEvent = 'mouse_motion_event'
MousePressEvent = 'mouse_press_event'
MouseReleaseEvent = 'mouse_release_event'
MouseDragEvent = 'mouse_drag_event'
MouseScrollEvent = 'mouse_scroll_event'
KeyPressEvent = 'key_press_event'
KeyReleaseEvent = 'key_release_event'
|
manim_3b1b/manimlib/animation/rotation.py
|
from __future__ import annotations
from manimlib.animation.animation import Animation
from manimlib.constants import ORIGIN, OUT
from manimlib.constants import PI, TAU
from manimlib.utils.rate_functions import linear
from manimlib.utils.rate_functions import smooth
from typing import TYPE_CHECKING
if TYPE_CHECKING:
import numpy as np
from typing import Callable
from manimlib.mobject.mobject import Mobject
class Rotating(Animation):
def __init__(
self,
mobject: Mobject,
angle: float = TAU,
axis: np.ndarray = OUT,
about_point: np.ndarray | None = None,
about_edge: np.ndarray | None = None,
run_time: float = 5.0,
rate_func: Callable[[float], float] = linear,
suspend_mobject_updating: bool = False,
**kwargs
):
self.angle = angle
self.axis = axis
self.about_point = about_point
self.about_edge = about_edge
super().__init__(
mobject,
run_time=run_time,
rate_func=rate_func,
suspend_mobject_updating=suspend_mobject_updating,
**kwargs
)
def interpolate_mobject(self, alpha: float) -> None:
pairs = zip(
self.mobject.family_members_with_points(),
self.starting_mobject.family_members_with_points(),
)
for sm1, sm2 in pairs:
for key in sm1.pointlike_data_keys:
sm1.data[key][:] = sm2.data[key]
self.mobject.rotate(
self.rate_func(alpha) * self.angle,
axis=self.axis,
about_point=self.about_point,
about_edge=self.about_edge,
)
class Rotate(Rotating):
def __init__(
self,
mobject: Mobject,
angle: float = PI,
axis: np.ndarray = OUT,
run_time: float = 1,
rate_func: Callable[[float], float] = smooth,
about_edge: np.ndarray = ORIGIN,
**kwargs
):
super().__init__(
mobject, angle, axis,
run_time=run_time,
rate_func=rate_func,
about_edge=about_edge,
**kwargs
)
|
manim_3b1b/manimlib/animation/fading.py
|
from __future__ import annotations
import numpy as np
from manimlib.animation.animation import Animation
from manimlib.animation.transform import Transform
from manimlib.constants import ORIGIN
from manimlib.mobject.mobject import Group
from manimlib.mobject.types.vectorized_mobject import VMobject
from manimlib.mobject.types.vectorized_mobject import VGroup
from manimlib.utils.bezier import interpolate
from manimlib.utils.rate_functions import there_and_back
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Callable
from manimlib.mobject.mobject import Mobject
from manimlib.scene.scene import Scene
from manimlib.typing import Vect3
class Fade(Transform):
def __init__(
self,
mobject: Mobject,
shift: np.ndarray = ORIGIN,
scale: float = 1,
**kwargs
):
self.shift_vect = shift
self.scale_factor = scale
super().__init__(mobject, **kwargs)
class FadeIn(Fade):
def create_target(self) -> Mobject:
return self.mobject.copy()
def create_starting_mobject(self) -> Mobject:
start = super().create_starting_mobject()
start.set_opacity(0)
start.scale(1.0 / self.scale_factor)
start.shift(-self.shift_vect)
return start
class FadeOut(Fade):
def __init__(
self,
mobject: Mobject,
shift: Vect3 = ORIGIN,
remover: bool = True,
final_alpha_value: float = 0.0, # Put it back in original state when done,
**kwargs
):
super().__init__(
mobject, shift,
remover=remover,
final_alpha_value=final_alpha_value,
**kwargs
)
def create_target(self) -> Mobject:
result = self.mobject.copy()
result.set_opacity(0)
result.shift(self.shift_vect)
result.scale(self.scale_factor)
return result
class FadeInFromPoint(FadeIn):
def __init__(self, mobject: Mobject, point: Vect3, **kwargs):
super().__init__(
mobject,
shift=mobject.get_center() - point,
scale=np.inf,
**kwargs,
)
class FadeOutToPoint(FadeOut):
def __init__(self, mobject: Mobject, point: Vect3, **kwargs):
super().__init__(
mobject,
shift=point - mobject.get_center(),
scale=0,
**kwargs,
)
class FadeTransform(Transform):
def __init__(
self,
mobject: Mobject,
target_mobject: Mobject,
stretch: bool = True,
dim_to_match: int = 1,
**kwargs
):
self.to_add_on_completion = target_mobject
self.stretch = stretch
self.dim_to_match = dim_to_match
mobject.save_state()
super().__init__(Group(mobject, target_mobject.copy()), **kwargs)
def begin(self) -> None:
self.ending_mobject = self.mobject.copy()
Animation.begin(self)
# Both 'start' and 'end' consists of the source and target mobjects.
# At the start, the traget should be faded replacing the source,
# and at the end it should be the other way around.
start, end = self.starting_mobject, self.ending_mobject
for m0, m1 in ((start[1], start[0]), (end[0], end[1])):
self.ghost_to(m0, m1)
def ghost_to(self, source: Mobject, target: Mobject) -> None:
source.replace(target, stretch=self.stretch, dim_to_match=self.dim_to_match)
source.set_opacity(0)
def get_all_mobjects(self) -> list[Mobject]:
return [
self.mobject,
self.starting_mobject,
self.ending_mobject,
]
def get_all_families_zipped(self) -> zip[tuple[Mobject]]:
return Animation.get_all_families_zipped(self)
def clean_up_from_scene(self, scene: Scene) -> None:
Animation.clean_up_from_scene(self, scene)
scene.remove(self.mobject)
self.mobject[0].restore()
scene.add(self.to_add_on_completion)
class FadeTransformPieces(FadeTransform):
def begin(self) -> None:
self.mobject[0].align_family(self.mobject[1])
super().begin()
def ghost_to(self, source: Mobject, target: Mobject) -> None:
for sm0, sm1 in zip(source.get_family(), target.get_family()):
super().ghost_to(sm0, sm1)
class VFadeIn(Animation):
"""
VFadeIn and VFadeOut only work for VMobjects,
"""
def __init__(self, vmobject: VMobject, suspend_mobject_updating: bool = False, **kwargs):
super().__init__(
vmobject,
suspend_mobject_updating=suspend_mobject_updating,
**kwargs
)
def interpolate_submobject(
self,
submob: VMobject,
start: VMobject,
alpha: float
) -> None:
submob.set_stroke(
opacity=interpolate(0, start.get_stroke_opacity(), alpha)
)
submob.set_fill(
opacity=interpolate(0, start.get_fill_opacity(), alpha)
)
class VFadeOut(VFadeIn):
def __init__(
self,
vmobject: VMobject,
remover: bool = True,
final_alpha_value: float = 0.0,
**kwargs
):
super().__init__(
vmobject,
remover=remover,
final_alpha_value=final_alpha_value,
**kwargs
)
def interpolate_submobject(
self,
submob: VMobject,
start: VMobject,
alpha: float
) -> None:
super().interpolate_submobject(submob, start, 1 - alpha)
class VFadeInThenOut(VFadeIn):
def __init__(
self,
vmobject: VMobject,
rate_func: Callable[[float], float] = there_and_back,
remover: bool = True,
final_alpha_value: float = 0.5,
**kwargs
):
super().__init__(
vmobject,
rate_func=rate_func,
remover=remover,
final_alpha_value=final_alpha_value,
**kwargs
)
|
manim_3b1b/manimlib/animation/composition.py
|
from __future__ import annotations
import numpy as np
from manimlib.animation.animation import Animation
from manimlib.animation.animation import prepare_animation
from manimlib.mobject.mobject import _AnimationBuilder
from manimlib.mobject.mobject import Group
from manimlib.mobject.types.vectorized_mobject import VGroup
from manimlib.mobject.types.vectorized_mobject import VMobject
from manimlib.utils.bezier import integer_interpolate
from manimlib.utils.bezier import interpolate
from manimlib.utils.iterables import remove_list_redundancies
from manimlib.utils.simple_functions import clip
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Callable, Optional
from manimlib.mobject.mobject import Mobject
from manimlib.scene.scene import Scene
DEFAULT_LAGGED_START_LAG_RATIO = 0.05
class AnimationGroup(Animation):
def __init__(self,
*animations: Animation | _AnimationBuilder,
run_time: float = -1, # If negative, default to sum of inputed animation runtimes
lag_ratio: float = 0.0,
group: Optional[Mobject] = None,
group_type: Optional[type] = None,
**kwargs
):
self.animations = [prepare_animation(anim) for anim in animations]
self.build_animations_with_timings(lag_ratio)
self.max_end_time = max((awt[2] for awt in self.anims_with_timings), default=0)
self.run_time = self.max_end_time if run_time < 0 else run_time
self.lag_ratio = lag_ratio
mobs = remove_list_redundancies([a.mobject for a in self.animations])
if group is not None:
self.group = group
if group_type is not None:
self.group = group_type(*mobs)
elif all(isinstance(anim.mobject, VMobject) for anim in animations):
self.group = VGroup(*mobs)
else:
self.group = Group(*mobs)
super().__init__(
self.group,
run_time=self.run_time,
lag_ratio=lag_ratio,
**kwargs
)
def get_all_mobjects(self) -> Mobject:
return self.group
def begin(self) -> None:
self.group.set_animating_status(True)
for anim in self.animations:
anim.begin()
# self.init_run_time()
def finish(self) -> None:
self.group.set_animating_status(False)
for anim in self.animations:
anim.finish()
def clean_up_from_scene(self, scene: Scene) -> None:
for anim in self.animations:
anim.clean_up_from_scene(scene)
def update_mobjects(self, dt: float) -> None:
for anim in self.animations:
anim.update_mobjects(dt)
def calculate_max_end_time(self) -> None:
self.max_end_time = max(
(awt[2] for awt in self.anims_with_timings),
default=0,
)
if self.run_time < 0:
self.run_time = self.max_end_time
def build_animations_with_timings(self, lag_ratio: float) -> None:
"""
Creates a list of triplets of the form
(anim, start_time, end_time)
"""
self.anims_with_timings = []
curr_time = 0
for anim in self.animations:
start_time = curr_time
end_time = start_time + anim.get_run_time()
self.anims_with_timings.append(
(anim, start_time, end_time)
)
# Start time of next animation is based on the lag_ratio
curr_time = interpolate(
start_time, end_time, lag_ratio
)
def interpolate(self, alpha: float) -> None:
# Note, if the run_time of AnimationGroup has been
# set to something other than its default, these
# times might not correspond to actual times,
# e.g. of the surrounding scene. Instead they'd
# be a rescaled version. But that's okay!
time = alpha * self.max_end_time
for anim, start_time, end_time in self.anims_with_timings:
anim_time = end_time - start_time
if anim_time == 0:
sub_alpha = 0
else:
sub_alpha = clip((time - start_time) / anim_time, 0, 1)
anim.interpolate(sub_alpha)
class Succession(AnimationGroup):
def __init__(
self,
*animations: Animation,
lag_ratio: float = 1.0,
**kwargs
):
super().__init__(*animations, lag_ratio=lag_ratio, **kwargs)
def begin(self) -> None:
assert(len(self.animations) > 0)
self.active_animation = self.animations[0]
self.active_animation.begin()
def finish(self) -> None:
self.active_animation.finish()
def update_mobjects(self, dt: float) -> None:
self.active_animation.update_mobjects(dt)
def interpolate(self, alpha: float) -> None:
index, subalpha = integer_interpolate(
0, len(self.animations), alpha
)
animation = self.animations[index]
if animation is not self.active_animation:
self.active_animation.finish()
animation.begin()
self.active_animation = animation
animation.interpolate(subalpha)
class LaggedStart(AnimationGroup):
def __init__(
self,
*animations,
lag_ratio: float = DEFAULT_LAGGED_START_LAG_RATIO,
**kwargs
):
super().__init__(*animations, lag_ratio=lag_ratio, **kwargs)
class LaggedStartMap(LaggedStart):
def __init__(
self,
anim_func: Callable[[Mobject], Animation],
group: Mobject,
run_time: float = 2.0,
lag_ratio: float = DEFAULT_LAGGED_START_LAG_RATIO,
**kwargs
):
anim_kwargs = dict(kwargs)
anim_kwargs.pop("lag_ratio", None)
super().__init__(
*(anim_func(submob, **anim_kwargs) for submob in group),
run_time=run_time,
lag_ratio=lag_ratio,
)
|
manim_3b1b/manimlib/animation/__init__.py
| |
manim_3b1b/manimlib/animation/transform_matching_parts.py
|
from __future__ import annotations
import itertools as it
from difflib import SequenceMatcher
from manimlib.animation.composition import AnimationGroup
from manimlib.animation.fading import FadeInFromPoint
from manimlib.animation.fading import FadeOutToPoint
from manimlib.animation.transform import Transform
from manimlib.mobject.mobject import Mobject
from manimlib.mobject.types.vectorized_mobject import VMobject
from manimlib.mobject.svg.string_mobject import StringMobject
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Iterable
from manimlib.scene.scene import Scene
class TransformMatchingParts(AnimationGroup):
def __init__(
self,
source: Mobject,
target: Mobject,
matched_pairs: Iterable[tuple[Mobject, Mobject]] = [],
match_animation: type = Transform,
mismatch_animation: type = Transform,
run_time: float = 2,
lag_ratio: float = 0,
**kwargs,
):
self.source = source
self.target = target
self.match_animation = match_animation
self.mismatch_animation = mismatch_animation
self.anim_config = dict(**kwargs)
# We will progressively build up a list of transforms
# from pieces in source to those in target. These
# two lists keep track of which pieces are accounted
# for so far
self.source_pieces = source.family_members_with_points()
self.target_pieces = target.family_members_with_points()
self.anims = []
for pair in matched_pairs:
self.add_transform(*pair)
# Match any pairs with the same shape
for pair in self.find_pairs_with_matching_shapes(self.source_pieces, self.target_pieces):
self.add_transform(*pair)
# Finally, account for mismatches
for source_piece in self.source_pieces:
if any([source_piece in anim.mobject.get_family() for anim in self.anims]):
continue
self.anims.append(FadeOutToPoint(
source_piece, target.get_center(),
**self.anim_config
))
for target_piece in self.target_pieces:
if any([target_piece in anim.mobject.get_family() for anim in self.anims]):
continue
self.anims.append(FadeInFromPoint(
target_piece, source.get_center(),
**self.anim_config
))
super().__init__(
*self.anims,
run_time=run_time,
lag_ratio=lag_ratio,
)
def add_transform(
self,
source: Mobject,
target: Mobject,
):
new_source_pieces = source.family_members_with_points()
new_target_pieces = target.family_members_with_points()
if len(new_source_pieces) == 0 or len(new_target_pieces) == 0:
# Don't animate null sorces or null targets
return
source_is_new = all(char in self.source_pieces for char in new_source_pieces)
target_is_new = all(char in self.target_pieces for char in new_target_pieces)
if not source_is_new or not target_is_new:
return
transform_type = self.mismatch_animation
if source.has_same_shape_as(target):
transform_type = self.match_animation
self.anims.append(transform_type(source, target, **self.anim_config))
for char in new_source_pieces:
self.source_pieces.remove(char)
for char in new_target_pieces:
self.target_pieces.remove(char)
def find_pairs_with_matching_shapes(
self,
chars1: list[Mobject],
chars2: list[Mobject]
) -> list[tuple[Mobject, Mobject]]:
result = []
for char1, char2 in it.product(chars1, chars2):
if char1.has_same_shape_as(char2):
result.append((char1, char2))
return result
def clean_up_from_scene(self, scene: Scene) -> None:
super().clean_up_from_scene(scene)
scene.remove(self.mobject)
scene.add(self.target)
class TransformMatchingShapes(TransformMatchingParts):
"""Alias for TransformMatchingParts"""
pass
class TransformMatchingStrings(TransformMatchingParts):
def __init__(
self,
source: StringMobject,
target: StringMobject,
matched_keys: Iterable[str] = [],
key_map: dict[str, str] = dict(),
matched_pairs: Iterable[tuple[VMobject, VMobject]] = [],
**kwargs,
):
matched_pairs = [
*matched_pairs,
*self.matching_blocks(source, target, matched_keys, key_map),
]
super().__init__(
source, target,
matched_pairs=matched_pairs,
**kwargs,
)
def matching_blocks(
self,
source: StringMobject,
target: StringMobject,
matched_keys: Iterable[str],
key_map: dict[str, str]
) -> list[tuple[VMobject, VMobject]]:
syms1 = source.get_symbol_substrings()
syms2 = target.get_symbol_substrings()
counts1 = list(map(source.substr_to_path_count, syms1))
counts2 = list(map(target.substr_to_path_count, syms2))
# Start with user specified matches
blocks = [(source[key], target[key]) for key in matched_keys]
blocks += [(source[key1], target[key2]) for key1, key2 in key_map.items()]
# Nullify any intersections with those matches in the two symbol lists
for sub_source, sub_target in blocks:
for i in range(len(syms1)):
if source[i] in sub_source.family_members_with_points():
syms1[i] = "Null1"
for j in range(len(syms2)):
if target[j] in sub_target.family_members_with_points():
syms2[j] = "Null2"
# Group together longest matching substrings
while True:
matcher = SequenceMatcher(None, syms1, syms2)
match = matcher.find_longest_match(0, len(syms1), 0, len(syms2))
if match.size == 0:
break
i1 = sum(counts1[:match.a])
i2 = sum(counts2[:match.b])
size = sum(counts1[match.a:match.a + match.size])
blocks.append((source[i1:i1 + size], target[i2:i2 + size]))
for i in range(match.size):
syms1[match.a + i] = "Null1"
syms2[match.b + i] = "Null2"
return blocks
class TransformMatchingTex(TransformMatchingStrings):
"""Alias for TransformMatchingStrings"""
pass
|
manim_3b1b/manimlib/animation/creation.py
|
from __future__ import annotations
from abc import ABC, abstractmethod
import numpy as np
from manimlib.animation.animation import Animation
from manimlib.constants import WHITE
from manimlib.mobject.svg.string_mobject import StringMobject
from manimlib.mobject.types.vectorized_mobject import VMobject
from manimlib.utils.bezier import integer_interpolate
from manimlib.utils.rate_functions import linear
from manimlib.utils.rate_functions import double_smooth
from manimlib.utils.rate_functions import smooth
from manimlib.utils.simple_functions import clip
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Callable
from manimlib.mobject.mobject import Mobject
from manimlib.scene.scene import Scene
from manimlib.typing import ManimColor
class ShowPartial(Animation, ABC):
"""
Abstract class for ShowCreation and ShowPassingFlash
"""
def __init__(self, mobject: Mobject, should_match_start: bool = False, **kwargs):
self.should_match_start = should_match_start
super().__init__(mobject, **kwargs)
def interpolate_submobject(
self,
submob: VMobject,
start_submob: VMobject,
alpha: float
) -> None:
submob.pointwise_become_partial(
start_submob, *self.get_bounds(alpha)
)
@abstractmethod
def get_bounds(self, alpha: float) -> tuple[float, float]:
raise Exception("Not Implemented")
class ShowCreation(ShowPartial):
def __init__(self, mobject: Mobject, lag_ratio: float = 1.0, **kwargs):
super().__init__(mobject, lag_ratio=lag_ratio, **kwargs)
def get_bounds(self, alpha: float) -> tuple[float, float]:
return (0, alpha)
class Uncreate(ShowCreation):
def __init__(
self,
mobject: Mobject,
rate_func: Callable[[float], float] = lambda t: smooth(1 - t),
remover: bool = True,
should_match_start: bool = True,
**kwargs,
):
super().__init__(
mobject,
rate_func=rate_func,
remover=remover,
should_match_start=should_match_start,
**kwargs,
)
class DrawBorderThenFill(Animation):
def __init__(
self,
vmobject: VMobject,
run_time: float = 2.0,
rate_func: Callable[[float], float] = double_smooth,
stroke_width: float = 2.0,
stroke_color: ManimColor = None,
draw_border_animation_config: dict = {},
fill_animation_config: dict = {},
**kwargs
):
assert(isinstance(vmobject, VMobject))
self.sm_to_index = {hash(sm): 0 for sm in vmobject.get_family()}
self.stroke_width = stroke_width
self.stroke_color = stroke_color
self.draw_border_animation_config = draw_border_animation_config
self.fill_animation_config = fill_animation_config
super().__init__(
vmobject,
run_time=run_time,
rate_func=rate_func,
**kwargs
)
self.mobject = vmobject
def begin(self) -> None:
self.mobject.set_animating_status(True)
self.outline = self.get_outline()
super().begin()
self.mobject.match_style(self.outline)
def finish(self) -> None:
super().finish()
self.mobject.refresh_joint_products()
def get_outline(self) -> VMobject:
outline = self.mobject.copy()
outline.set_fill(opacity=0)
for sm in outline.family_members_with_points():
sm.set_stroke(
color=self.stroke_color or sm.get_stroke_color(),
width=self.stroke_width,
)
return outline
def get_all_mobjects(self) -> list[Mobject]:
return [*super().get_all_mobjects(), self.outline]
def interpolate_submobject(
self,
submob: VMobject,
start: VMobject,
outline: VMobject,
alpha: float
) -> None:
index, subalpha = integer_interpolate(0, 2, alpha)
if index == 1 and self.sm_to_index[hash(submob)] == 0:
# First time crossing over
submob.set_data(outline.data)
self.sm_to_index[hash(submob)] = 1
if index == 0:
submob.pointwise_become_partial(outline, 0, subalpha)
else:
submob.interpolate(outline, start, subalpha)
submob.note_changed_stroke()
submob.note_changed_fill()
class Write(DrawBorderThenFill):
def __init__(
self,
vmobject: VMobject,
run_time: float = -1, # If negative, this will be reassigned
lag_ratio: float = -1, # If negative, this will be reassigned
rate_func: Callable[[float], float] = linear,
stroke_color: ManimColor = WHITE,
**kwargs
):
family_size = len(vmobject.family_members_with_points())
super().__init__(
vmobject,
run_time=self.compute_run_time(family_size, run_time),
lag_ratio=self.compute_lag_ratio(family_size, lag_ratio),
rate_func=rate_func,
stroke_color=stroke_color,
**kwargs
)
def compute_run_time(self, family_size: int, run_time: float):
if run_time < 0:
return 1 if family_size < 15 else 2
return run_time
def compute_lag_ratio(self, family_size: int, lag_ratio: float):
if lag_ratio < 0:
return min(4.0 / (family_size + 1.0), 0.2)
return lag_ratio
class ShowIncreasingSubsets(Animation):
def __init__(
self,
group: Mobject,
int_func: Callable[[float], float] = np.round,
suspend_mobject_updating: bool = False,
**kwargs
):
self.all_submobs = list(group.submobjects)
self.int_func = int_func
super().__init__(
group,
suspend_mobject_updating=suspend_mobject_updating,
**kwargs
)
def interpolate_mobject(self, alpha: float) -> None:
n_submobs = len(self.all_submobs)
alpha = self.rate_func(alpha)
index = int(self.int_func(alpha * n_submobs))
self.update_submobject_list(index)
def update_submobject_list(self, index: int) -> None:
self.mobject.set_submobjects(self.all_submobs[:index])
class ShowSubmobjectsOneByOne(ShowIncreasingSubsets):
def __init__(
self,
group: Mobject,
int_func: Callable[[float], float] = np.ceil,
**kwargs
):
super().__init__(group, int_func=int_func, **kwargs)
def update_submobject_list(self, index: int) -> None:
index = int(clip(index, 0, len(self.all_submobs) - 1))
if index == 0:
self.mobject.set_submobjects([])
else:
self.mobject.set_submobjects([self.all_submobs[index - 1]])
class AddTextWordByWord(ShowIncreasingSubsets):
def __init__(
self,
string_mobject: StringMobject,
time_per_word: float = 0.2,
run_time: float = -1.0, # If negative, it will be recomputed with time_per_word
rate_func: Callable[[float], float] = linear,
**kwargs
):
assert isinstance(string_mobject, StringMobject)
grouped_mobject = string_mobject.build_groups()
if run_time < 0:
run_time = time_per_word * len(grouped_mobject)
super().__init__(
grouped_mobject,
run_time=run_time,
rate_func=rate_func,
**kwargs
)
self.string_mobject = string_mobject
def clean_up_from_scene(self, scene: Scene) -> None:
scene.remove(self.mobject)
if not self.is_remover():
scene.add(self.string_mobject)
|
manim_3b1b/manimlib/animation/movement.py
|
from __future__ import annotations
from manimlib.animation.animation import Animation
from manimlib.utils.rate_functions import linear
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Callable, Sequence
import numpy as np
from manimlib.mobject.mobject import Mobject
from manimlib.mobject.types.vectorized_mobject import VMobject
class Homotopy(Animation):
apply_function_config: dict = dict()
def __init__(
self,
homotopy: Callable[[float, float, float, float], Sequence[float]],
mobject: Mobject,
run_time: float = 3.0,
**kwargs
):
"""
Homotopy is a function from
(x, y, z, t) to (x', y', z')
"""
self.homotopy = homotopy
super().__init__(mobject, run_time=run_time, **kwargs)
def function_at_time_t(self, t: float) -> Callable[[np.ndarray], Sequence[float]]:
def result(p):
return self.homotopy(*p, t)
return result
def interpolate_submobject(
self,
submob: Mobject,
start: Mobject,
alpha: float
) -> None:
submob.match_points(start)
submob.apply_function(
self.function_at_time_t(alpha),
**self.apply_function_config
)
class SmoothedVectorizedHomotopy(Homotopy):
apply_function_config: dict = dict(make_smooth=True)
class ComplexHomotopy(Homotopy):
def __init__(
self,
complex_homotopy: Callable[[complex, float], complex],
mobject: Mobject,
**kwargs
):
"""
Given a function form (z, t) -> w, where z and w
are complex numbers and t is time, this animates
the state over time
"""
def homotopy(x, y, z, t):
c = complex_homotopy(complex(x, y), t)
return (c.real, c.imag, z)
super().__init__(homotopy, mobject, **kwargs)
class PhaseFlow(Animation):
def __init__(
self,
function: Callable[[np.ndarray], np.ndarray],
mobject: Mobject,
virtual_time: float | None = None,
suspend_mobject_updating: bool = False,
rate_func: Callable[[float], float] = linear,
run_time: float =3.0,
**kwargs
):
self.function = function
self.virtual_time = virtual_time or run_time
super().__init__(
mobject,
rate_func=rate_func,
run_time=run_time,
suspend_mobject_updating=suspend_mobject_updating,
**kwargs
)
def interpolate_mobject(self, alpha: float) -> None:
if hasattr(self, "last_alpha"):
dt = self.virtual_time * (alpha - self.last_alpha)
self.mobject.apply_function(
lambda p: p + dt * self.function(p)
)
self.last_alpha = alpha
class MoveAlongPath(Animation):
def __init__(
self,
mobject: Mobject,
path: VMobject,
suspend_mobject_updating: bool = False,
**kwargs
):
self.path = path
super().__init__(mobject, suspend_mobject_updating=suspend_mobject_updating, **kwargs)
def interpolate_mobject(self, alpha: float) -> None:
point = self.path.quick_point_from_proportion(self.rate_func(alpha))
self.mobject.move_to(point)
|
manim_3b1b/manimlib/animation/update.py
|
from __future__ import annotations
from manimlib.animation.animation import Animation
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Callable
from manimlib.mobject.mobject import Mobject
class UpdateFromFunc(Animation):
"""
update_function of the form func(mobject), presumably
to be used when the state of one mobject is dependent
on another simultaneously animated mobject
"""
def __init__(
self,
mobject: Mobject,
update_function: Callable[[Mobject], Mobject | None],
suspend_mobject_updating: bool = False,
**kwargs
):
self.update_function = update_function
super().__init__(
mobject,
suspend_mobject_updating=suspend_mobject_updating,
**kwargs
)
def interpolate_mobject(self, alpha: float) -> None:
self.update_function(self.mobject)
class UpdateFromAlphaFunc(Animation):
def __init__(
self,
mobject: Mobject,
update_function: Callable[[Mobject, float], Mobject | None],
suspend_mobject_updating: bool = False,
**kwargs
):
self.update_function = update_function
super().__init__(mobject, suspend_mobject_updating=suspend_mobject_updating, **kwargs)
def interpolate_mobject(self, alpha: float) -> None:
self.update_function(self.mobject, alpha)
class MaintainPositionRelativeTo(Animation):
def __init__(
self,
mobject: Mobject,
tracked_mobject: Mobject,
**kwargs
):
self.tracked_mobject = tracked_mobject
self.diff = mobject.get_center() - tracked_mobject.get_center()
super().__init__(mobject, **kwargs)
def interpolate_mobject(self, alpha: float) -> None:
target = self.tracked_mobject.get_center()
location = self.mobject.get_center()
self.mobject.shift(target - location + self.diff)
|
manim_3b1b/manimlib/animation/growing.py
|
from __future__ import annotations
from manimlib.animation.transform import Transform
from manimlib.constants import PI
from typing import TYPE_CHECKING
if TYPE_CHECKING:
import numpy as np
from manimlib.mobject.geometry import Arrow
from manimlib.mobject.mobject import Mobject
from manimlib.typing import ManimColor
class GrowFromPoint(Transform):
def __init__(
self,
mobject: Mobject,
point: np.ndarray,
point_color: ManimColor = None,
**kwargs
):
self.point = point
self.point_color = point_color
super().__init__(mobject, **kwargs)
def create_target(self) -> Mobject:
return self.mobject.copy()
def create_starting_mobject(self) -> Mobject:
start = super().create_starting_mobject()
start.scale(0)
start.move_to(self.point)
if self.point_color is not None:
start.set_color(self.point_color)
return start
class GrowFromCenter(GrowFromPoint):
def __init__(self, mobject: Mobject, **kwargs):
point = mobject.get_center()
super().__init__(mobject, point, **kwargs)
class GrowFromEdge(GrowFromPoint):
def __init__(self, mobject: Mobject, edge: np.ndarray, **kwargs):
point = mobject.get_bounding_box_point(edge)
super().__init__(mobject, point, **kwargs)
class GrowArrow(GrowFromPoint):
def __init__(self, arrow: Arrow, **kwargs):
point = arrow.get_start()
super().__init__(arrow, point, **kwargs)
|
manim_3b1b/manimlib/animation/numbers.py
|
from __future__ import annotations
from manimlib.animation.animation import Animation
from manimlib.mobject.numbers import DecimalNumber
from manimlib.utils.bezier import interpolate
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Callable
class ChangingDecimal(Animation):
def __init__(
self,
decimal_mob: DecimalNumber,
number_update_func: Callable[[float], float],
suspend_mobject_updating: bool = False,
**kwargs
):
assert(isinstance(decimal_mob, DecimalNumber))
self.number_update_func = number_update_func
super().__init__(
decimal_mob,
suspend_mobject_updating=suspend_mobject_updating,
**kwargs
)
self.mobject = decimal_mob
def interpolate_mobject(self, alpha: float) -> None:
self.mobject.set_value(
self.number_update_func(alpha)
)
class ChangeDecimalToValue(ChangingDecimal):
def __init__(
self,
decimal_mob: DecimalNumber,
target_number: float | complex,
**kwargs
):
start_number = decimal_mob.number
super().__init__(
decimal_mob,
lambda a: interpolate(start_number, target_number, a),
**kwargs
)
class CountInFrom(ChangingDecimal):
def __init__(
self,
decimal_mob: DecimalNumber,
source_number: float | complex = 0,
**kwargs
):
start_number = decimal_mob.number
super().__init__(
decimal_mob,
lambda a: interpolate(source_number, start_number, a),
**kwargs
)
|
manim_3b1b/manimlib/animation/specialized.py
|
from __future__ import annotations
from manimlib.animation.composition import LaggedStart
from manimlib.animation.transform import Restore
from manimlib.constants import BLACK, WHITE
from manimlib.mobject.geometry import Circle
from manimlib.mobject.types.vectorized_mobject import VGroup
from typing import TYPE_CHECKING
if TYPE_CHECKING:
import numpy as np
from manimlib.typing import ManimColor
class Broadcast(LaggedStart):
def __init__(
self,
focal_point: np.ndarray,
small_radius: float = 0.0,
big_radius: float = 5.0,
n_circles: int = 5,
start_stroke_width: float = 8.0,
color: ManimColor = WHITE,
run_time: float = 3.0,
lag_ratio: float = 0.2,
remover: bool = True,
**kwargs
):
self.focal_point = focal_point
self.small_radius = small_radius
self.big_radius = big_radius
self.n_circles = n_circles
self.start_stroke_width = start_stroke_width
self.color = color
circles = VGroup()
for x in range(n_circles):
circle = Circle(
radius=big_radius,
stroke_color=BLACK,
stroke_width=0,
)
circle.add_updater(lambda c: c.move_to(focal_point))
circle.save_state()
circle.set_width(small_radius * 2)
circle.set_stroke(color, start_stroke_width)
circles.add(circle)
super().__init__(
*map(Restore, circles),
run_time=run_time,
lag_ratio=lag_ratio,
remover=remover,
**kwargs
)
|
manim_3b1b/manimlib/animation/transform.py
|
from __future__ import annotations
import inspect
import numpy as np
from manimlib.animation.animation import Animation
from manimlib.constants import DEGREES
from manimlib.constants import OUT
from manimlib.mobject.mobject import Group
from manimlib.mobject.mobject import Mobject
from manimlib.utils.paths import path_along_arc
from manimlib.utils.paths import straight_path
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Callable
import numpy.typing as npt
from manimlib.scene.scene import Scene
from manimlib.typing import ManimColor
class Transform(Animation):
replace_mobject_with_target_in_scene: bool = False
def __init__(
self,
mobject: Mobject,
target_mobject: Mobject | None = None,
path_arc: float = 0.0,
path_arc_axis: np.ndarray = OUT,
path_func: Callable | None = None,
**kwargs
):
self.target_mobject = target_mobject
self.path_arc = path_arc
self.path_arc_axis = path_arc_axis
self.path_func = path_func
super().__init__(mobject, **kwargs)
self.init_path_func()
def init_path_func(self) -> None:
if self.path_func is not None:
return
elif self.path_arc == 0:
self.path_func = straight_path
else:
self.path_func = path_along_arc(
self.path_arc,
self.path_arc_axis,
)
def begin(self) -> None:
self.target_mobject = self.create_target()
self.check_target_mobject_validity()
if self.mobject.is_aligned_with(self.target_mobject):
self.target_copy = self.target_mobject
else:
# Use a copy of target_mobject for the align_data_and_family
# call so that the actual target_mobject stays
# preserved, since calling align_data will potentially
# change the structure of both arguments
self.target_copy = self.target_mobject.copy()
self.mobject.align_data_and_family(self.target_copy)
super().begin()
if not self.mobject.has_updaters:
self.mobject.lock_matching_data(
self.starting_mobject,
self.target_copy,
)
def finish(self) -> None:
super().finish()
self.mobject.unlock_data()
def create_target(self) -> Mobject:
# Has no meaningful effect here, but may be useful
# in subclasses
return self.target_mobject
def check_target_mobject_validity(self) -> None:
if self.target_mobject is None:
raise Exception(
f"{self.__class__.__name__}.create_target not properly implemented"
)
def clean_up_from_scene(self, scene: Scene) -> None:
super().clean_up_from_scene(scene)
if self.replace_mobject_with_target_in_scene:
scene.remove(self.mobject)
scene.add(self.target_mobject)
def update_config(self, **kwargs) -> None:
Animation.update_config(self, **kwargs)
if "path_arc" in kwargs:
self.path_func = path_along_arc(
kwargs["path_arc"],
kwargs.get("path_arc_axis", OUT)
)
def get_all_mobjects(self) -> list[Mobject]:
return [
self.mobject,
self.starting_mobject,
self.target_mobject,
self.target_copy,
]
def get_all_families_zipped(self) -> zip[tuple[Mobject]]:
return zip(*[
mob.get_family()
for mob in [
self.mobject,
self.starting_mobject,
self.target_copy,
]
])
def interpolate_submobject(
self,
submob: Mobject,
start: Mobject,
target_copy: Mobject,
alpha: float
):
submob.interpolate(start, target_copy, alpha, self.path_func)
return self
class ReplacementTransform(Transform):
replace_mobject_with_target_in_scene: bool = True
class TransformFromCopy(Transform):
replace_mobject_with_target_in_scene: bool = True
def __init__(self, mobject: Mobject, target_mobject: Mobject, **kwargs):
super().__init__(mobject.copy(), target_mobject, **kwargs)
class MoveToTarget(Transform):
def __init__(self, mobject: Mobject, **kwargs):
self.check_validity_of_input(mobject)
super().__init__(mobject, mobject.target, **kwargs)
def check_validity_of_input(self, mobject: Mobject) -> None:
if not hasattr(mobject, "target"):
raise Exception(
"MoveToTarget called on mobject without attribute 'target'"
)
class _MethodAnimation(MoveToTarget):
def __init__(self, mobject: Mobject, methods: list[Callable], **kwargs):
self.methods = methods
super().__init__(mobject, **kwargs)
class ApplyMethod(Transform):
def __init__(self, method: Callable, *args, **kwargs):
"""
method is a method of Mobject, *args are arguments for
that method. Key word arguments should be passed in
as the last arg, as a dict, since **kwargs is for
configuration of the transform itself
Relies on the fact that mobject methods return the mobject
"""
self.check_validity_of_input(method)
self.method = method
self.method_args = args
super().__init__(method.__self__, **kwargs)
def check_validity_of_input(self, method: Callable) -> None:
if not inspect.ismethod(method):
raise Exception(
"Whoops, looks like you accidentally invoked "
"the method you want to animate"
)
assert(isinstance(method.__self__, Mobject))
def create_target(self) -> Mobject:
method = self.method
# Make sure it's a list so that args.pop() works
args = list(self.method_args)
if len(args) > 0 and isinstance(args[-1], dict):
method_kwargs = args.pop()
else:
method_kwargs = {}
target = method.__self__.copy()
method.__func__(target, *args, **method_kwargs)
return target
class ApplyPointwiseFunction(ApplyMethod):
def __init__(
self,
function: Callable[[np.ndarray], np.ndarray],
mobject: Mobject,
run_time: float = 3.0,
**kwargs
):
super().__init__(mobject.apply_function, function, run_time=run_time, **kwargs)
class ApplyPointwiseFunctionToCenter(Transform):
def __init__(
self,
function: Callable[[np.ndarray], np.ndarray],
mobject: Mobject,
**kwargs
):
self.function = function
super().__init__(mobject, **kwargs)
def create_target(self) -> Mobject:
return self.mobject.copy().move_to(self.function(self.mobject.get_center()))
class FadeToColor(ApplyMethod):
def __init__(
self,
mobject: Mobject,
color: ManimColor,
**kwargs
):
super().__init__(mobject.set_color, color, **kwargs)
class ScaleInPlace(ApplyMethod):
def __init__(
self,
mobject: Mobject,
scale_factor: npt.ArrayLike,
**kwargs
):
super().__init__(mobject.scale, scale_factor, **kwargs)
class ShrinkToCenter(ScaleInPlace):
def __init__(self, mobject: Mobject, **kwargs):
super().__init__(mobject, 0, **kwargs)
class Restore(Transform):
def __init__(self, mobject: Mobject, **kwargs):
if not hasattr(mobject, "saved_state") or mobject.saved_state is None:
raise Exception("Trying to restore without having saved")
super().__init__(mobject, mobject.saved_state, **kwargs)
class ApplyFunction(Transform):
def __init__(
self,
function: Callable[[Mobject], Mobject],
mobject: Mobject,
**kwargs
):
self.function = function
super().__init__(mobject, **kwargs)
def create_target(self) -> Mobject:
target = self.function(self.mobject.copy())
if not isinstance(target, Mobject):
raise Exception("Functions passed to ApplyFunction must return object of type Mobject")
return target
class ApplyMatrix(ApplyPointwiseFunction):
def __init__(
self,
matrix: npt.ArrayLike,
mobject: Mobject,
**kwargs
):
matrix = self.initialize_matrix(matrix)
def func(p):
return np.dot(p, matrix.T)
super().__init__(func, mobject, **kwargs)
def initialize_matrix(self, matrix: npt.ArrayLike) -> np.ndarray:
matrix = np.array(matrix)
if matrix.shape == (2, 2):
new_matrix = np.identity(3)
new_matrix[:2, :2] = matrix
matrix = new_matrix
elif matrix.shape != (3, 3):
raise Exception("Matrix has bad dimensions")
return matrix
class ApplyComplexFunction(ApplyMethod):
def __init__(
self,
function: Callable[[complex], complex],
mobject: Mobject,
**kwargs
):
self.function = function
method = mobject.apply_complex_function
super().__init__(method, function, **kwargs)
def init_path_func(self) -> None:
func1 = self.function(complex(1))
self.path_arc = np.log(func1).imag
super().init_path_func()
###
class CyclicReplace(Transform):
def __init__(self, *mobjects: Mobject, path_arc=90 * DEGREES, **kwargs):
super().__init__(Group(*mobjects), path_arc=path_arc, **kwargs)
def create_target(self) -> Mobject:
group = self.mobject
target = group.copy()
cycled_targets = [target[-1], *target[:-1]]
for m1, m2 in zip(cycled_targets, group):
m1.move_to(m2)
return target
class Swap(CyclicReplace):
"""Alternate name for CyclicReplace"""
pass
|
manim_3b1b/manimlib/animation/animation.py
|
from __future__ import annotations
from copy import deepcopy
from manimlib.mobject.mobject import _AnimationBuilder
from manimlib.mobject.mobject import Mobject
from manimlib.utils.rate_functions import smooth
from manimlib.utils.rate_functions import squish_rate_func
from manimlib.utils.simple_functions import clip
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Callable
from manimlib.scene.scene import Scene
DEFAULT_ANIMATION_RUN_TIME = 1.0
DEFAULT_ANIMATION_LAG_RATIO = 0
class Animation(object):
def __init__(
self,
mobject: Mobject,
run_time: float = DEFAULT_ANIMATION_RUN_TIME,
# Tuple of times, between which the animation will run
time_span: tuple[float, float] | None = None,
# If 0, the animation is applied to all submobjects at the same time
# If 1, it is applied to each successively.
# If 0 < lag_ratio < 1, its applied to each with lagged start times
lag_ratio: float = DEFAULT_ANIMATION_LAG_RATIO,
rate_func: Callable[[float], float] = smooth,
name: str = "",
# Does this animation add or remove a mobject form the screen
remover: bool = False,
# What to enter into the update function upon completion
final_alpha_value: float = 1.0,
suspend_mobject_updating: bool = True,
):
self.mobject = mobject
self.run_time = run_time
self.time_span = time_span
self.rate_func = rate_func
self.name = name or self.__class__.__name__ + str(self.mobject)
self.remover = remover
self.final_alpha_value = final_alpha_value
self.lag_ratio = lag_ratio
self.suspend_mobject_updating = suspend_mobject_updating
assert(isinstance(mobject, Mobject))
def __str__(self) -> str:
return self.name
def begin(self) -> None:
# This is called right as an animation is being
# played. As much initialization as possible,
# especially any mobject copying, should live in
# this method
if self.time_span is not None:
start, end = self.time_span
self.run_time = max(end, self.run_time)
self.rate_func = squish_rate_func(
self.rate_func, start / self.run_time, end / self.run_time,
)
self.mobject.set_animating_status(True)
self.starting_mobject = self.create_starting_mobject()
if self.suspend_mobject_updating:
# All calls to self.mobject's internal updaters
# during the animation, either from this Animation
# or from the surrounding scene, should do nothing.
# It is, however, okay and desirable to call
# the internal updaters of self.starting_mobject,
# or any others among self.get_all_mobjects()
self.mobject_was_updating = not self.mobject.updating_suspended
self.mobject.suspend_updating()
self.families = list(self.get_all_families_zipped())
self.interpolate(0)
def finish(self) -> None:
self.interpolate(self.final_alpha_value)
self.mobject.set_animating_status(False)
if self.suspend_mobject_updating and self.mobject_was_updating:
self.mobject.resume_updating()
def clean_up_from_scene(self, scene: Scene) -> None:
if self.is_remover():
scene.remove(self.mobject)
def create_starting_mobject(self) -> Mobject:
# Keep track of where the mobject starts
return self.mobject.copy()
def get_all_mobjects(self) -> tuple[Mobject, Mobject]:
"""
Ordering must match the ording of arguments to interpolate_submobject
"""
return self.mobject, self.starting_mobject
def get_all_families_zipped(self) -> zip[tuple[Mobject]]:
return zip(*[
mob.get_family()
for mob in self.get_all_mobjects()
])
def update_mobjects(self, dt: float) -> None:
"""
Updates things like starting_mobject, and (for
Transforms) target_mobject. Note, since typically
(always?) self.mobject will have its updating
suspended during the animation, this will do
nothing to self.mobject.
"""
for mob in self.get_all_mobjects_to_update():
mob.update(dt)
def get_all_mobjects_to_update(self) -> list[Mobject]:
# The surrounding scene typically handles
# updating of self.mobject. Besides, in
# most cases its updating is suspended anyway
return list(filter(
lambda m: m is not self.mobject,
self.get_all_mobjects()
))
def copy(self):
return deepcopy(self)
def update_rate_info(
self,
run_time: float | None = None,
rate_func: Callable[[float], float] | None = None,
lag_ratio: float | None = None,
):
self.run_time = run_time or self.run_time
self.rate_func = rate_func or self.rate_func
self.lag_ratio = lag_ratio or self.lag_ratio
return self
# Methods for interpolation, the mean of an Animation
def interpolate(self, alpha: float) -> None:
self.interpolate_mobject(alpha)
def update(self, alpha: float) -> None:
"""
This method shouldn't exist, but it's here to
keep many old scenes from breaking
"""
self.interpolate(alpha)
def interpolate_mobject(self, alpha: float) -> None:
for i, mobs in enumerate(self.families):
sub_alpha = self.get_sub_alpha(alpha, i, len(self.families))
self.interpolate_submobject(*mobs, sub_alpha)
def interpolate_submobject(
self,
submobject: Mobject,
starting_submobject: Mobject,
alpha: float
):
# Typically ipmlemented by subclass
pass
def get_sub_alpha(
self,
alpha: float,
index: int,
num_submobjects: int
) -> float:
# TODO, make this more understanable, and/or combine
# its functionality with AnimationGroup's method
# build_animations_with_timings
lag_ratio = self.lag_ratio
full_length = (num_submobjects - 1) * lag_ratio + 1
value = alpha * full_length
lower = index * lag_ratio
raw_sub_alpha = clip((value - lower), 0, 1)
return self.rate_func(raw_sub_alpha)
# Getters and setters
def set_run_time(self, run_time: float):
self.run_time = run_time
return self
def get_run_time(self) -> float:
if self.time_span:
return max(self.run_time, self.time_span[1])
return self.run_time
def set_rate_func(self, rate_func: Callable[[float], float]):
self.rate_func = rate_func
return self
def get_rate_func(self) -> Callable[[float], float]:
return self.rate_func
def set_name(self, name: str):
self.name = name
return self
def is_remover(self) -> bool:
return self.remover
def prepare_animation(anim: Animation | _AnimationBuilder):
if isinstance(anim, _AnimationBuilder):
return anim.build()
if isinstance(anim, Animation):
return anim
raise TypeError(f"Object {anim} cannot be converted to an animation")
|
manim_3b1b/manimlib/animation/indication.py
|
from __future__ import annotations
import math
from os import remove
import numpy as np
from manimlib.animation.animation import Animation
from manimlib.animation.composition import AnimationGroup
from manimlib.animation.composition import Succession
from manimlib.animation.creation import ShowCreation
from manimlib.animation.creation import ShowPartial
from manimlib.animation.fading import FadeOut
from manimlib.animation.fading import FadeIn
from manimlib.animation.movement import Homotopy
from manimlib.animation.transform import Transform
from manimlib.constants import FRAME_X_RADIUS, FRAME_Y_RADIUS
from manimlib.constants import ORIGIN, RIGHT, UP
from manimlib.constants import SMALL_BUFF
from manimlib.constants import DEGREES
from manimlib.constants import TAU
from manimlib.constants import GREY, YELLOW
from manimlib.mobject.geometry import Circle
from manimlib.mobject.geometry import Dot
from manimlib.mobject.geometry import Line
from manimlib.mobject.shape_matchers import SurroundingRectangle
from manimlib.mobject.shape_matchers import Underline
from manimlib.mobject.types.vectorized_mobject import VMobject
from manimlib.mobject.types.vectorized_mobject import VGroup
from manimlib.utils.bezier import interpolate
from manimlib.utils.rate_functions import smooth
from manimlib.utils.rate_functions import squish_rate_func
from manimlib.utils.rate_functions import there_and_back
from manimlib.utils.rate_functions import wiggle
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Callable
from manimlib.typing import ManimColor
from manimlib.mobject.mobject import Mobject
class FocusOn(Transform):
def __init__(
self,
focus_point: np.ndarray | Mobject,
opacity: float = 0.2,
color: ManimColor = GREY,
run_time: float = 2,
remover: bool = True,
**kwargs
):
self.focus_point = focus_point
self.opacity = opacity
self.color = color
# Initialize with blank mobject, while create_target
# and create_starting_mobject handle the meat
super().__init__(VMobject(), run_time=run_time, remover=remover, **kwargs)
def create_target(self) -> Dot:
little_dot = Dot(radius=0)
little_dot.set_fill(self.color, opacity=self.opacity)
little_dot.add_updater(lambda d: d.move_to(self.focus_point))
return little_dot
def create_starting_mobject(self) -> Dot:
return Dot(
radius=FRAME_X_RADIUS + FRAME_Y_RADIUS,
stroke_width=0,
fill_color=self.color,
fill_opacity=0,
)
class Indicate(Transform):
def __init__(
self,
mobject: Mobject,
scale_factor: float = 1.2,
color: ManimColor = YELLOW,
rate_func: Callable[[float], float] = there_and_back,
**kwargs
):
self.scale_factor = scale_factor
self.color = color
super().__init__(mobject, rate_func=rate_func, **kwargs)
def create_target(self) -> Mobject:
target = self.mobject.copy()
target.scale(self.scale_factor)
target.set_color(self.color)
return target
class Flash(AnimationGroup):
def __init__(
self,
point: np.ndarray | Mobject,
color: ManimColor = YELLOW,
line_length: float = 0.2,
num_lines: int = 12,
flash_radius: float = 0.3,
line_stroke_width: float = 3.0,
run_time: float = 1.0,
**kwargs
):
self.point = point
self.color = color
self.line_length = line_length
self.num_lines = num_lines
self.flash_radius = flash_radius
self.line_stroke_width = line_stroke_width
self.lines = self.create_lines()
animations = self.create_line_anims()
super().__init__(
*animations,
group=self.lines,
run_time=run_time,
**kwargs,
)
def create_lines(self) -> VGroup:
lines = VGroup()
for angle in np.arange(0, TAU, TAU / self.num_lines):
line = Line(ORIGIN, self.line_length * RIGHT)
line.shift((self.flash_radius - self.line_length) * RIGHT)
line.rotate(angle, about_point=ORIGIN)
lines.add(line)
lines.set_stroke(
color=self.color,
width=self.line_stroke_width
)
lines.add_updater(lambda l: l.move_to(self.point))
return lines
def create_line_anims(self) -> list[Animation]:
return [
ShowCreationThenDestruction(line)
for line in self.lines
]
class CircleIndicate(Transform):
def __init__(
self,
mobject: Mobject,
scale_factor: float = 1.2,
rate_func: Callable[[float], float] = there_and_back,
stroke_color: ManimColor = YELLOW,
stroke_width: float = 3.0,
remover: bool = True,
**kwargs
):
circle = Circle(stroke_color=stroke_color, stroke_width=stroke_width)
circle.surround(mobject)
pre_circle = circle.copy().set_stroke(width=0)
pre_circle.scale(1 / scale_factor)
super().__init__(
pre_circle, circle,
rate_func=rate_func,
remover=remover,
**kwargs
)
class ShowPassingFlash(ShowPartial):
def __init__(
self,
mobject: Mobject,
time_width: float = 0.1,
remover: bool = True,
**kwargs
):
self.time_width = time_width
super().__init__(
mobject,
remover=remover,
**kwargs
)
def get_bounds(self, alpha: float) -> tuple[float, float]:
tw = self.time_width
upper = interpolate(0, 1 + tw, alpha)
lower = upper - tw
upper = min(upper, 1)
lower = max(lower, 0)
return (lower, upper)
def finish(self) -> None:
super().finish()
for submob, start in self.get_all_families_zipped():
submob.pointwise_become_partial(start, 0, 1)
class VShowPassingFlash(Animation):
def __init__(
self,
vmobject: VMobject,
time_width: float = 0.3,
taper_width: float = 0.05,
remover: bool = True,
**kwargs
):
self.time_width = time_width
self.taper_width = taper_width
super().__init__(vmobject, remover=remover, **kwargs)
self.mobject = vmobject
def taper_kernel(self, x):
if x < self.taper_width:
return x
elif x > 1 - self.taper_width:
return 1.0 - x
return 1.0
def begin(self) -> None:
# Compute an array of stroke widths for each submobject
# which tapers out at either end
self.submob_to_widths = dict()
for sm in self.mobject.get_family():
widths = sm.get_stroke_widths()
self.submob_to_widths[hash(sm)] = np.array([
width * self.taper_kernel(x)
for width, x in zip(widths, np.linspace(0, 1, len(widths)))
])
super().begin()
def interpolate_submobject(
self,
submobject: VMobject,
starting_sumobject: None,
alpha: float
) -> None:
widths = self.submob_to_widths[hash(submobject)]
# Create a gaussian such that 3 sigmas out on either side
# will equals time_width
tw = self.time_width
sigma = tw / 6
mu = interpolate(-tw / 2, 1 + tw / 2, alpha)
xs = np.linspace(0, 1, len(widths))
zs = (xs - mu) / sigma
gaussian = np.exp(-0.5 * zs * zs)
gaussian[abs(xs - mu) > 3 * sigma] = 0
submobject.set_stroke(width=widths * gaussian)
def finish(self) -> None:
super().finish()
for submob, start in self.get_all_families_zipped():
submob.match_style(start)
class FlashAround(VShowPassingFlash):
def __init__(
self,
mobject: Mobject,
time_width: float = 1.0,
taper_width: float = 0.0,
stroke_width: float = 4.0,
color: ManimColor = YELLOW,
buff: float = SMALL_BUFF,
n_inserted_curves: int = 100,
**kwargs
):
path = self.get_path(mobject, buff)
if mobject.is_fixed_in_frame():
path.fix_in_frame()
path.insert_n_curves(n_inserted_curves)
path.set_points(path.get_points_without_null_curves())
path.set_stroke(color, stroke_width)
super().__init__(path, time_width=time_width, taper_width=taper_width, **kwargs)
def get_path(self, mobject: Mobject, buff: float) -> SurroundingRectangle:
return SurroundingRectangle(mobject, buff=buff)
class FlashUnder(FlashAround):
def get_path(self, mobject: Mobject, buff: float) -> Underline:
return Underline(mobject, buff=buff, stretch_factor=1.0)
class ShowCreationThenDestruction(ShowPassingFlash):
def __init__(self, vmobject: VMobject, time_width: float = 2.0, **kwargs):
super().__init__(vmobject, time_width=time_width, **kwargs)
class ShowCreationThenFadeOut(Succession):
def __init__(self, mobject: Mobject, remover: bool = True, **kwargs):
super().__init__(
ShowCreation(mobject),
FadeOut(mobject),
remover=remover,
**kwargs
)
class AnimationOnSurroundingRectangle(AnimationGroup):
RectAnimationType: type = Animation
def __init__(
self,
mobject: Mobject,
stroke_width: float = 2.0,
stroke_color: ManimColor = YELLOW,
buff: float = SMALL_BUFF,
**kwargs
):
rect = SurroundingRectangle(
mobject,
stroke_width=stroke_width,
stroke_color=stroke_color,
buff=buff,
)
rect.add_updater(lambda r: r.move_to(mobject))
super().__init__(self.RectAnimationType(rect, **kwargs))
class ShowPassingFlashAround(AnimationOnSurroundingRectangle):
RectAnimationType = ShowPassingFlash
class ShowCreationThenDestructionAround(AnimationOnSurroundingRectangle):
RectAnimationType = ShowCreationThenDestruction
class ShowCreationThenFadeAround(AnimationOnSurroundingRectangle):
RectAnimationType = ShowCreationThenFadeOut
class ApplyWave(Homotopy):
def __init__(
self,
mobject: Mobject,
direction: np.ndarray = UP,
amplitude: float = 0.2,
run_time: float = 1.0,
**kwargs
):
left_x = mobject.get_left()[0]
right_x = mobject.get_right()[0]
vect = amplitude * direction
def homotopy(x, y, z, t):
alpha = (x - left_x) / (right_x - left_x)
power = np.exp(2.0 * (alpha - 0.5))
nudge = there_and_back(t**power)
return np.array([x, y, z]) + nudge * vect
super().__init__(homotopy, mobject, **kwargs)
class WiggleOutThenIn(Animation):
def __init__(
self,
mobject: Mobject,
scale_value: float = 1.1,
rotation_angle: float = 0.01 * TAU,
n_wiggles: int = 6,
scale_about_point: np.ndarray | None = None,
rotate_about_point: np.ndarray | None = None,
run_time: float = 2,
**kwargs
):
self.scale_value = scale_value
self.rotation_angle = rotation_angle
self.n_wiggles = n_wiggles
self.scale_about_point = scale_about_point
self.rotate_about_point = rotate_about_point
super().__init__(mobject, run_time=run_time, **kwargs)
def get_scale_about_point(self) -> np.ndarray:
return self.scale_about_point or self.mobject.get_center()
def get_rotate_about_point(self) -> np.ndarray:
return self.rotate_about_point or self.mobject.get_center()
def interpolate_submobject(
self,
submobject: Mobject,
starting_sumobject: Mobject,
alpha: float
) -> None:
submobject.match_points(starting_sumobject)
submobject.scale(
interpolate(1, self.scale_value, there_and_back(alpha)),
about_point=self.get_scale_about_point()
)
submobject.rotate(
wiggle(alpha, self.n_wiggles) * self.rotation_angle,
about_point=self.get_rotate_about_point()
)
class TurnInsideOut(Transform):
def __init__(self, mobject: Mobject, path_arc: float = 90 * DEGREES, **kwargs):
super().__init__(mobject, path_arc=path_arc, **kwargs)
def create_target(self) -> Mobject:
result = self.mobject.copy().reverse_points()
if isinstance(result, VMobject):
result.refresh_triangulation()
return result
class FlashyFadeIn(AnimationGroup):
def __init__(self,
vmobject: VMobject,
stroke_width: float = 2.0,
fade_lag: float = 0.0,
time_width: float = 1.0,
**kwargs
):
outline = vmobject.copy()
outline.set_fill(opacity=0)
outline.set_stroke(width=stroke_width, opacity=1)
rate_func = kwargs.get("rate_func", smooth)
super().__init__(
FadeIn(vmobject, rate_func=squish_rate_func(rate_func, fade_lag, 1)),
VShowPassingFlash(outline, time_width=time_width),
**kwargs
)
|
manim_3b1b/.github/PULL_REQUEST_TEMPLATE.md
|
<!-- Thanks for contributing to manim!
Please ensure that your pull request works with the latest version of manim.
-->
## Motivation
<!-- Outline your motivation: In what way do your changes improve the library? -->
## Proposed changes
<!-- What you changed in those files -->
-
-
-
## Test
<!-- How do you test your changes -->
**Code**:
**Result**:
|
manim_3b1b/.github/workflows/docs.yml
|
name: docs
on:
push:
paths:
- 'docs/**'
pull_request:
paths:
- 'docs/**'
jobs:
docs:
runs-on: ubuntu-latest
name: build up document and deploy
steps:
- name: Checkout
uses: actions/checkout@master
- name: Install sphinx and manim env
run: |
pip3 install --upgrade pip
sudo apt install python3-setuptools libpango1.0-dev
pip3 install -r docs/requirements.txt
pip3 install -r requirements.txt
- name: Build document with Sphinx
run: |
cd docs
export PATH="$PATH:/home/runner/.local/bin"
export SPHINXBUILD="python3 -m sphinx"
make html
- name: Deploy to GitHub pages
if: ${{ github.event_name == 'push' }}
uses: JamesIves/[email protected]
with:
ACCESS_TOKEN: ${{ secrets.DOC_DEPLOY_TOKEN }}
BRANCH: gh-pages
FOLDER: docs/build/html
|
manim_3b1b/.github/workflows/publish.yml
|
name: Upload Python Package
on:
release:
types: [created]
jobs:
deploy:
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
python: ["py37", "py38", "py39", "py310"]
steps:
- uses: actions/checkout@v2
- name: Set up Python
uses: actions/setup-python@v2
with:
python-version: '3.8'
- name: Install dependencies
run: |
python -m pip install --upgrade pip
pip install setuptools wheel twine build
- name: Build wheels
run: python setup.py bdist_wheel --python-tag ${{ matrix.python }}
- name: Upload wheels
env:
TWINE_USERNAME: ${{ secrets.PYPI_USERNAME }}
TWINE_PASSWORD: ${{ secrets.PYPI_PASSWORD }}
run: |
twine upload dist/*
|
manim_3b1b/.github/ISSUE_TEMPLATE/bug_report.md
|
---
name: Bug report
about: Create a report to help us improve
title: ''
labels: bug
assignees: ''
---
### Describe the bug
<!-- A clear and concise description of what the bug is. -->
**Code**:
<!-- The code you run which reflect the bug. -->
**Wrong display or Error traceback**:
<!-- the wrong display result of the code you run, or the error Traceback -->
### Additional context
<!-- Add any other context about the problem here. -->
|
manim_3b1b/.github/ISSUE_TEMPLATE/config.yml
|
blank_issues_enabled: true
contact_links:
- name: Ask A Question
url: https://github.com/3b1b/manim/discussions/categories/q-a
about: Please ask questions you encountered here.
|
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