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stringlengths 29
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manim_ManimCommunity/.readthedocs.yml
|
version: 2
build:
os: ubuntu-22.04
tools:
python: "3.11"
apt_packages:
- libpango1.0-dev
- ffmpeg
- graphviz
python:
install:
- requirements: docs/rtd-requirements.txt
- requirements: docs/requirements.txt
- method: pip
path: .
|
manim_ManimCommunity/conftest.py
|
# This file is automatically picked by pytest
# while running tests. So, that each test is
# run on difference temporary directories and avoiding
# errors.
from __future__ import annotations
try:
# https://github.com/moderngl/moderngl/issues/517
import readline # required to prevent a segfault on Python 3.10
except ModuleNotFoundError: # windows
pass
import cairo
import moderngl
# If it is running Doctest the current directory
# is changed because it also tests the config module
# itself. If it's a normal test then it uses the
# tempconfig to change directories.
import pytest
from _pytest.doctest import DoctestItem
from manim import config, tempconfig
@pytest.fixture(autouse=True)
def temp_media_dir(tmpdir, monkeypatch, request):
if isinstance(request.node, DoctestItem):
monkeypatch.chdir(tmpdir)
yield tmpdir
else:
with tempconfig({"media_dir": str(tmpdir)}):
assert config.media_dir == str(tmpdir)
yield tmpdir
def pytest_report_header(config):
ctx = moderngl.create_standalone_context()
info = ctx.info
ctx.release()
return (
f"\nCairo Version: {cairo.cairo_version()}",
"\nOpenGL information",
"------------------",
f"vendor: {info['GL_VENDOR'].strip()}",
f"renderer: {info['GL_RENDERER'].strip()}",
f"version: {info['GL_VERSION'].strip()}\n",
)
|
manim_ManimCommunity/README.md
|
<p align="center">
<a href="https://www.manim.community/"><img src="https://raw.githubusercontent.com/ManimCommunity/manim/main/logo/cropped.png"></a>
<br />
<br />
<a href="https://pypi.org/project/manim/"><img src="https://img.shields.io/pypi/v/manim.svg?style=flat&logo=pypi" alt="PyPI Latest Release"></a>
<a href="https://hub.docker.com/r/manimcommunity/manim"><img src="https://img.shields.io/docker/v/manimcommunity/manim?color=%23099cec&label=docker%20image&logo=docker" alt="Docker image"> </a>
<a href="https://mybinder.org/v2/gh/ManimCommunity/jupyter_examples/HEAD?filepath=basic_example_scenes.ipynb"><img src="https://mybinder.org/badge_logo.svg"></a>
<a href="http://choosealicense.com/licenses/mit/"><img src="https://img.shields.io/badge/license-MIT-red.svg?style=flat" alt="MIT License"></a>
<a href="https://www.reddit.com/r/manim/"><img src="https://img.shields.io/reddit/subreddit-subscribers/manim.svg?color=orange&label=reddit&logo=reddit" alt="Reddit" href=></a>
<a href="https://twitter.com/manim_community/"><img src="https://img.shields.io/twitter/url/https/twitter.com/cloudposse.svg?style=social&label=Follow%20%40manim_community" alt="Twitter">
<a href="https://www.manim.community/discord/"><img src="https://img.shields.io/discord/581738731934056449.svg?label=discord&color=yellow&logo=discord" alt="Discord"></a>
<a href="https://github.com/psf/black"><img src="https://img.shields.io/badge/code%20style-black-000000.svg" alt="Code style: black">
<a href="https://docs.manim.community/"><img src="https://readthedocs.org/projects/manimce/badge/?version=latest" alt="Documentation Status"></a>
<a href="https://pepy.tech/project/manim"><img src="https://pepy.tech/badge/manim/month?" alt="Downloads"> </a>
<img src="https://github.com/ManimCommunity/manim/workflows/CI/badge.svg" alt="CI">
<br />
<br />
<i>An animation engine for explanatory math videos</i>
</p>
<hr />
Manim is an animation engine for explanatory math videos. It's used to create precise animations programmatically, as demonstrated in the videos of [3Blue1Brown](https://www.3blue1brown.com/).
> NOTE: This repository is maintained by the Manim Community and is not associated with Grant Sanderson or 3Blue1Brown in any way (although we are definitely indebted to him for providing his work to the world). If you would like to study how Grant makes his videos, head over to his repository ([3b1b/manim](https://github.com/3b1b/manim)). This fork is updated more frequently than his, and it's recommended to use this fork if you'd like to use Manim for your own projects.
## Table of Contents:
- [Installation](#installation)
- [Usage](#usage)
- [Documentation](#documentation)
- [Docker](#docker)
- [Help with Manim](#help-with-manim)
- [Contributing](#contributing)
- [License](#license)
## Installation
> **WARNING:** These instructions are for the community version _only_. Trying to use these instructions to install [3b1b/manim](https://github.com/3b1b/manim) or instructions there to install this version will cause problems. Read [this](https://docs.manim.community/en/stable/faq/installation.html#why-are-there-different-versions-of-manim) and decide which version you wish to install, then only follow the instructions for your desired version.
Manim requires a few dependencies that must be installed prior to using it. If you
want to try it out first before installing it locally, you can do so
[in our online Jupyter environment](https://try.manim.community/).
For local installation, please visit the [Documentation](https://docs.manim.community/en/stable/installation.html)
and follow the appropriate instructions for your operating system.
## Usage
Manim is an extremely versatile package. The following is an example `Scene` you can construct:
```python
from manim import *
class SquareToCircle(Scene):
def construct(self):
circle = Circle()
square = Square()
square.flip(RIGHT)
square.rotate(-3 * TAU / 8)
circle.set_fill(PINK, opacity=0.5)
self.play(Create(square))
self.play(Transform(square, circle))
self.play(FadeOut(square))
```
In order to view the output of this scene, save the code in a file called `example.py`. Then, run the following in a terminal window:
```sh
manim -p -ql example.py SquareToCircle
```
You should see your native video player program pop up and play a simple scene in which a square is transformed into a circle. You may find some more simple examples within this
[GitHub repository](example_scenes). You can also visit the [official gallery](https://docs.manim.community/en/stable/examples.html) for more advanced examples.
Manim also ships with a `%%manim` IPython magic which allows to use it conveniently in JupyterLab (as well as classic Jupyter) notebooks. See the
[corresponding documentation](https://docs.manim.community/en/stable/reference/manim.utils.ipython_magic.ManimMagic.html) for some guidance and
[try it out online](https://mybinder.org/v2/gh/ManimCommunity/jupyter_examples/HEAD?filepath=basic_example_scenes.ipynb).
## Command line arguments
The general usage of Manim is as follows:

The `-p` flag in the command above is for previewing, meaning the video file will automatically open when it is done rendering. The `-ql` flag is for a faster rendering at a lower quality.
Some other useful flags include:
- `-s` to skip to the end and just show the final frame.
- `-n <number>` to skip ahead to the `n`'th animation of a scene.
- `-f` show the file in the file browser.
For a thorough list of command line arguments, visit the [documentation](https://docs.manim.community/en/stable/guides/configuration.html).
## Documentation
Documentation is in progress at [ReadTheDocs](https://docs.manim.community/).
## Docker
The community also maintains a docker image (`manimcommunity/manim`), which can be found [on DockerHub](https://hub.docker.com/r/manimcommunity/manim).
Instructions on how to install and use it can be found in our [documentation](https://docs.manim.community/en/stable/installation/docker.html).
## Help with Manim
If you need help installing or using Manim, feel free to reach out to our [Discord
Server](https://www.manim.community/discord/) or [Reddit Community](https://www.reddit.com/r/manim). If you would like to submit a bug report or feature request, please open an issue.
## Contributing
Contributions to Manim are always welcome. In particular, there is a dire need for tests and documentation. For contribution guidelines, please see the [documentation](https://docs.manim.community/en/stable/contributing.html).
However, please note that Manim is currently undergoing a major refactor. In general,
contributions implementing new features will not be accepted in this period.
The contribution guide may become outdated quickly; we highly recommend joining our
[Discord server](https://www.manim.community/discord/) to discuss any potential
contributions and keep up to date with the latest developments.
Most developers on the project use `poetry` for management. You'll want to have poetry installed and available in your environment.
Learn more about `poetry` at its [documentation](https://python-poetry.org/docs/) and find out how to install manim with poetry at the [manim dev-installation guide](https://docs.manim.community/en/stable/contributing/development.html) in the manim documentation.
## How to Cite Manim
We acknowledge the importance of good software to support research, and we note
that research becomes more valuable when it is communicated effectively. To
demonstrate the value of Manim, we ask that you cite Manim in your work.
Currently, the best way to cite Manim is to go to our
[repository page](https://github.com/ManimCommunity/manim) (if you aren't already) and
click the "cite this repository" button on the right sidebar. This will generate
a citation in your preferred format, and will also integrate well with citation managers.
## Code of Conduct
Our full code of conduct, and how we enforce it, can be read on [our website](https://docs.manim.community/en/stable/conduct.html).
## License
The software is double-licensed under the MIT license, with copyright by 3blue1brown LLC (see LICENSE), and copyright by Manim Community Developers (see LICENSE.community).
|
manim_ManimCommunity/lgtm.yml
|
queries:
- exclude: py/init-calls-subclass
- exclude: py/unexpected-raise-in-special-method
- exclude: py/modification-of-locals
- exclude: py/multiple-calls-to-init
- exclude: py/missing-call-to-init
|
manim_ManimCommunity/CODE_OF_CONDUCT.md
|
# Code of Conduct
> TL;DR Be excellent to each other; we're a community after all. If you run into issues with others in our community, please [contact](https://www.manim.community/discord/) a Manim Community Dev, or Moderator.
## Purpose
The Manim Community includes members of varying skills, languages, personalities, cultural backgrounds, and experiences from around the globe. Through these differences, we continue to grow and collectively improve upon an open-source animation engine. When working in a community, it is important to remember that you are interacting with humans on the other end of your screen. This code of conduct will guide your interactions and keep Manim a positive environment for our developers, users, and fundamentally our growing community.
## Our Community
Members of Manim Community are respectful, open, and considerate. Behaviors that reinforce these values contribute to our positive environment, and include:
- **Being respectful.** Respectful of others, their positions, experiences, viewpoints, skills, commitments, time, and efforts.
- **Being open.** Open to collaboration, whether it's on problems, Pull Requests, issues, or otherwise.
- **Being considerate.** Considerate of their peers -- other Manim users and developers.
- **Focusing on what is best for the community.** We're respectful of the processes set forth in the community, and we work within them.
- **Showing empathy towards other community members.** We're attentive in our communications, whether in person or online, and we're tactful when approaching differing views.
- **Gracefully accepting constructive criticism.** When we disagree, we are courteous in raising our issues.
- **Using welcoming and inclusive language.** We're accepting of all who wish to take part in our activities, fostering an environment where anyone can participate and everyone can make a difference.
## Our Standards
Every member of our community has the right to have their identity respected. Manim Community is dedicated to providing a positive environment for everyone, regardless of age, gender identity and expression, sexual orientation, disability, physical appearance, body size, ethnicity, nationality, race, religion (or lack thereof), education, or socioeconomic status.
## Inappropriate Behavior
Examples of unacceptable behavior by participants include:
* Harassment of any participants in any form
* Deliberate intimidation, stalking, or following
* Logging or taking screenshots of online activity for harassment purposes
* Publishing others' private information, such as a physical or electronic address, without explicit permission
* Violent threats or language directed against another person
* Incitement of violence or harassment towards any individual, including encouraging a person to commit suicide or to engage in self-harm
* Creating additional online accounts in order to harass another person or circumvent a ban
* Sexual language and imagery in online communities or any conference venue, including talks
* Insults, put-downs, or jokes that are based upon stereotypes, that are exclusionary, or that hold others up for ridicule
* Excessive swearing
* Unwelcome sexual attention or advances
* Unwelcome physical contact, including simulated physical contact (eg, textual descriptions like "hug" or "backrub") without consent or after a request to stop
* Pattern of inappropriate social contact, such as requesting/assuming inappropriate levels of intimacy with others
* Sustained disruption of online community discussions, in-person presentations, or other in-person events
* Continued one-on-one communication after requests to cease
* Other conduct that is inappropriate for a professional audience including people of many different backgrounds
Community members asked to stop any inappropriate behavior are expected to comply immediately.
## Manim Community Online Spaces
This Code of Conduct applies to the following online spaces:
- The [ManimCommunity GitHub Organization](https://github.com/ManimCommunity) and all of its repositories
- The Manim [Discord](https://www.manim.community/discord/)
- The Manim [Reddit](https://www.reddit.com/r/manim/)
- The Manim [Twitter](https://twitter.com/manim\_community/)
This Code of Conduct applies to every member in official Manim Community online spaces, including:
- Moderators
- Maintainers
- Developers
- Reviewers
- Contributors
- Users
- All community members
## Consequences
If a member's behavior violates this code of conduct, the Manim Community Code of Conduct team may take any action they deem appropriate, including, but not limited to: warning the offender, temporary bans, deletion of offending messages, and expulsion from the community and its online spaces. The full list of consequences for inappropriate behavior is listed below in the Enforcement Procedures.
Thank you for helping make this a welcoming, friendly community for everyone.
## Contact Information
If you believe someone is violating the code of conduct, or have any other concerns, please contact a Manim Community Dev, or Moderator immediately. They can be reached on Manim's Community [Discord](https://www.manim.community/discord/).
<hr style="border:2px solid gray"> </hr>
<hr style="border:2px solid gray"> </hr>
## Enforcement Procedures
This document summarizes the procedures the Manim Community Code of Conduct team uses to enforce the Code of Conduct.
### Summary of processes
When the team receives a report of a possible Code of Conduct violation, it will:
1. Acknowledge the receipt of the report.
1. Evaluate conflicts of interest.
1. Call a meeting of code of conduct team members without a conflict of interest.
1. Evaluate the reported incident.
1. Propose a behavioral modification plan.
1. Propose consequences for the reported behavior.
1. Vote on behavioral modification plan and consequences for the reported person.
1. Contact Manim Community moderators to approve the behavioral modification plan and consequences.
1. Follow up with the reported person.
1. Decide further responses.
1. Follow up with the reporter.
### Acknowledge the report
Reporters should receive an acknowledgment of the receipt of their report within 48 hours.
### Conflict of interest policy
Examples of conflicts of interest include:
* You have a romantic or platonic relationship with either the reporter or the reported person. It's fine to participate if they are an acquaintance.
* The reporter or reported person is someone you work closely with. This could be someone on your team or someone who works on the same project as you.
* The reporter or reported person is a maintainer who regularly reviews your contributions
* The reporter or reported person is your metamour.
* The reporter or reported person is your family member
Committee members do not need to state why they have a conflict of interest, only that one exists. Other team members should not ask why the person has a conflict of interest.
Anyone who has a conflict of interest will remove themselves from the discussion of the incident, and recluse themselves from voting on a response to the report.
### Evaluating a report
#### Jurisdiction
* *Is this a Code of Conduct violation?* Is this behavior on our list of inappropriate behavior? Is it borderline inappropriate behavior? Does it violate our community norms?
* *Did this occur in a space that is within our Code of Conduct's scope?* If the incident occurred outside the community, but a community member's mental health or physical safety may be negatively impacted if no action is taken, the incident may be in scope. Private conversations in community spaces are also in scope.
#### Impact
* *Did this incident occur in a private conversation or a public space?* Incidents that all community members can see will have a more negative impact.
* *Does this behavior negatively impact a marginalized group in our community?* Is the reporter a person from a marginalized group in our community? How is the reporter being negatively impacted by the reported person's behavior? Are members of the marginalized group likely to disengage with the community if no action was taken on this report?
* *Does this incident involve a community leader?* Community members often look up to community leaders to set the standard of acceptable behavior
#### Risk
* *Does this incident include sexual harassment?*
* *Does this pose a safety risk?* Does the behavior put a person's physical safety at risk? Will this incident severely negatively impact someone's mental health?
* *Is there a risk of this behavior being repeated?* Does the reported person understand why their behavior was inappropriate? Is there an established pattern of behavior from past reports?
Reports which involve higher risk or higher impact may face more severe consequences than reports which involve lower risk or lower impact.
### Propose consequences
What follows are examples of possible consequences of an incident report. This list of consequences is not exhaustive, and the Manim Community Code of Conduct team reserves the right to take any action it deems necessary.
Possible private responses to an incident include:
* Nothing, if the behavior was determined to not be a Code of Conduct violation
* A warning
* A final warning
* Temporarily removing the reported person from the community's online space(s)
* Permanently removing the reported person from the community's online space(s)
* Publishing an account of the incident
### Team vote
Some team members may have a conflict of interest and may be excluded from discussions of a particular incident report. Excluding those members, decisions on the behavioral modification plans and consequences will be determined by a two-thirds majority vote of the Manim Community Code of Conduct team.
### Moderators approval
Once the team has approved the behavioral modification plans and consequences, they will communicate the recommended response to the Manim Community moderators. The team should not state who reported this incident. They should attempt to anonymize any identifying information from the report.
Moderators are required to respond with whether they accept the recommended response to the report. If they disagree with the recommended response, they should provide a detailed response or additional context as to why they disagree. Moderators are encouraged to respond within a week.
In cases where the moderators disagree on the suggested resolution for a report, the Manim Community Code of Conduct team may choose to notify the Manim Community Moderators.
### Follow up with the reported person
The Manim Community Code of Conduct team will work with Manim Community moderators to draft a response to the reported person. The response should contain:
* A description of the person's behavior in neutral language
* The negative impact of that behavior
* A concrete behavioral modification plan
* Any consequences of their behavior
The team should not state who reported this incident. They should attempt to anonymize any identifying information from the report. The reported person should be discouraged from contacting the reporter to discuss the report. If they wish to apologize to the reporter, the team can accept the apology on behalf of the reporter.
### Decide further responses
If the reported person provides additional context, the Manim Community Code of Conduct team may need to re-evaluate the behavioral modification plan and consequences.
### Follow up with the reporter
A person who makes a report should receive a follow-up response stating what action was taken in response to the report. If the team decided no response was needed, they should provide an explanation why it was not a Code of Conduct violation. Reports that are not made in good faith (such as "reverse sexism" or "reverse racism") may receive no response.
The follow-up should be sent no later than one week after the receipt of the report. If deliberation or follow-up with the reported person takes longer than one week, the team should send a status update to the reporter.
### Changes to Code of Conduct
When discussing a change to the Manim Community code of conduct or enforcement procedures, the Manim Community Code of Conduct team will follow this decision-making process:
* **Brainstorm options.** Team members should discuss any relevant context and brainstorm a set of possible options. It is important to provide constructive feedback without getting side-tracked from the main question.
* **Vote.** Proposed changes to the code of conduct will be decided by a two-thirds majority of all voting members of the Code of Conduct team. Team members are listed in the charter. Currently active voting members are listed in the following section.
* **Board Vote.** Once a working draft is in place for the Code of Conduct and procedures, the Code of Conduct team shall provide the Manim Community Moderators with a draft of the changes. The Manim Community Moderators will vote on the changes at a board meeting.
### Current list of voting members
- All available Community Developers (i.e. those with "write" permissions, or above, on the Manim Community GitHub organization).
## License
This Code of Conduct is licensed under the [Creative Commons Attribution-ShareAlike 3.0 Unported License](https://creativecommons.org/licenses/by-sa/3.0/).
## Attributions
This Code of Conduct was forked from the code of conduct from the [Python Software Foundation](https://www.python.org/psf/conduct/) and adapted by Manim Community.
|
manim_ManimCommunity/.codecov.yml
|
codecov:
notify:
require_ci_to_pass: no
after_n_builds: 1
coverage:
status:
project:
default:
# Require 1% coverage, i.e., always succeed
target: 1
patch: true
changes: false
comment: off
|
manim_ManimCommunity/CONTRIBUTING.md
|
# Thanks for your interest in contributing!
Please read our contributing guidelines which are hosted at https://docs.manim.community/en/latest/contributing.html
|
manim_ManimCommunity/crowdin.yml
|
files:
- source: /docs/i18n/gettext/**/*.pot
translation: /docs/i18n/%two_letters_code%/LC_MESSAGES/**/%file_name%.po
|
manim_ManimCommunity/docker/readme.md
|
See the [main README](https://github.com/ManimCommunity/manim/blob/main/README.md) for some instructions on how to use this image.
# Building the image
The docker image corresponding to the checked out version of the git repository
can be built by running
```
docker build -t manimcommunity/manim:TAG -f docker/Dockerfile .
```
from the root directory of the repository.
Multi-platform builds are possible by running
```
docker buildx build --push --platform linux/arm64/v8,linux/amd64 --tag manimcommunity/manim:TAG -f docker/Dockerfile .
```
from the root directory of the repository.
|
manim_ManimCommunity/.github/PULL_REQUEST_TEMPLATE.md
|
<!-- Thank you for contributing to Manim! Learn more about the process in our contributing guidelines: https://docs.manim.community/en/latest/contributing.html -->
## Overview: What does this pull request change?
<!-- If there is more information than the PR title that should be added to our release changelog, add it in the following changelog section. This is optional, but recommended for larger pull requests. -->
<!--changelog-start-->
<!--changelog-end-->
## Motivation and Explanation: Why and how do your changes improve the library?
<!-- Optional for bugfixes, small enhancements, and documentation-related PRs. Otherwise, please give a short reasoning for your changes. -->
## Links to added or changed documentation pages
<!-- Please add links to the affected documentation pages (edit the description after opening the PR). The link to the documentation for your PR is https://manimce--####.org.readthedocs.build/en/####/, where #### represents the PR number. -->
## Further Information and Comments
<!-- If applicable, put further comments for the reviewers here. -->
<!-- Thank you again for contributing! Do not modify the lines below, they are for reviewers. -->
## Reviewer Checklist
- [ ] The PR title is descriptive enough for the changelog, and the PR is labeled correctly
- [ ] If applicable: newly added non-private functions and classes have a docstring including a short summary and a PARAMETERS section
- [ ] If applicable: newly added functions and classes are tested
|
manim_ManimCommunity/.github/dependabot.yml
|
version: 2
updates:
- package-ecosystem: "github-actions"
directory: "/"
schedule:
interval: "monthly"
ignore:
- dependency-name: "*"
update-types:
- "version-update:semver-minor"
- "version-update:semver-patch"
|
manim_ManimCommunity/.github/codeql.yml
|
query-filters:
- exclude:
id: py/init-calls-subclass
- exclude:
id: py/unexpected-raise-in-special-method
- exclude:
id: py/modification-of-locals
- exclude:
id: py/multiple-calls-to-init
- exclude:
id: py/missing-call-to-init
paths:
- manim
paths-ignore:
- tests/
- example_scenes/
|
manim_ManimCommunity/.github/workflows/cffconvert.yml
|
name: cffconvert
on:
push:
paths:
- CITATION.cff
jobs:
validate:
name: "validate"
runs-on: ubuntu-latest
steps:
- name: Check out a copy of the repository
uses: actions/checkout@v4
- name: Check whether the citation metadata from CITATION.cff is valid
uses: citation-file-format/[email protected]
with:
args: "--validate"
|
manim_ManimCommunity/.github/workflows/dependent-issues.yml
|
name: Dependent Issues
on:
issues:
types:
- opened
- edited
- reopened
pull_request_target:
types:
- opened
- edited
- reopened
- synchronize
schedule:
- cron: '0 0 * * *' # schedule daily check
jobs:
check:
runs-on: ubuntu-latest
steps:
- uses: z0al/dependent-issues@v1
env:
# (Required) The token to use to make API calls to GitHub.
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
# (Optional) The label to use to mark dependent issues
label: dependent
# (Optional) Enable checking for dependencies in issues. Enable by
# setting the value to "on". Default "off"
check_issues: on
# (Optional) A comma-separated list of keywords. Default
# "depends on, blocked by"
keywords: depends on, blocked by
|
manim_ManimCommunity/.github/workflows/ci.yml
|
name: CI
concurrency:
group: ${{ github.ref }}
cancel-in-progress: true
on:
push:
branches:
- main
pull_request:
branches:
- main
jobs:
test:
runs-on: ${{ matrix.os }}
env:
DISPLAY: :0
PYTEST_ADDOPTS: "--color=yes" # colors in pytest
strategy:
fail-fast: false
matrix:
os: [ubuntu-22.04, macos-latest, windows-latest]
python: ["3.9", "3.10", "3.11", "3.12"]
steps:
- name: Checkout the repository
uses: actions/checkout@v4
- name: Install Poetry
run: |
pipx install "poetry==1.7.*"
poetry config virtualenvs.prefer-active-python true
- name: Setup Python ${{ matrix.python }}
uses: actions/setup-python@v5
with:
python-version: ${{ matrix.python }}
cache: "poetry"
- name: Setup macOS PATH
if: runner.os == 'macOS'
run: |
echo "$HOME/.local/bin" >> $GITHUB_PATH
- name: Setup cache variables
shell: bash
id: cache-vars
run: |
echo "date=$(/bin/date -u "+%m%w%Y")" >> $GITHUB_OUTPUT
- name: Install and cache ffmpeg (all OS)
uses: FedericoCarboni/setup-ffmpeg@v2
with:
token: ${{ secrets.GITHUB_TOKEN }}
id: setup-ffmpeg
- name: Install system dependencies (Linux)
if: runner.os == 'Linux'
uses: awalsh128/cache-apt-pkgs-action@latest
with:
packages: python3-opengl libpango1.0-dev xvfb freeglut3-dev
version: 1.0
- name: Install Texlive (Linux)
if: runner.os == 'Linux'
uses: teatimeguest/setup-texlive-action@v3
with:
cache: true
packages: scheme-basic fontspec inputenc fontenc tipa mathrsfs calligra xcolor standalone preview doublestroke ms everysel setspace rsfs relsize ragged2e fundus-calligra microtype wasysym physics dvisvgm jknapltx wasy cm-super babel-english gnu-freefont mathastext cbfonts-fd xetex
- name: Start virtual display (Linux)
if: runner.os == 'Linux'
run: |
# start xvfb in background
sudo /usr/bin/Xvfb $DISPLAY -screen 0 1280x1024x24 &
- name: Setup Cairo Cache
uses: actions/cache@v3
id: cache-cairo
if: runner.os == 'Linux' || runner.os == 'macOS'
with:
path: ${{ github.workspace }}/third_party
key: ${{ runner.os }}-dependencies-cairo-${{ hashFiles('.github/scripts/ci_build_cairo.py') }}
- name: Build and install Cairo (Linux and macOS)
if: (runner.os == 'Linux' || runner.os == 'macOS') && steps.cache-cairo.outputs.cache-hit != 'true'
run: python .github/scripts/ci_build_cairo.py
- name: Set env vars for Cairo (Linux and macOS)
if: runner.os == 'Linux' || runner.os == 'macOS'
run: python .github/scripts/ci_build_cairo.py --set-env-vars
- name: Setup macOS cache
uses: actions/cache@v3
id: cache-macos
if: runner.os == 'macOS'
with:
path: ${{ github.workspace }}/macos-cache
key: ${{ runner.os }}-dependencies-tinytex-${{ hashFiles('.github/manimdependency.json') }}-${{ steps.cache-vars.outputs.date }}-1
- name: Install system dependencies (MacOS)
if: runner.os == 'macOS' && steps.cache-macos.outputs.cache-hit != 'true'
run: |
tinyTexPackages=$(python -c "import json;print(' '.join(json.load(open('.github/manimdependency.json'))['macos']['tinytex']))")
IFS=' '
read -a ttp <<< "$tinyTexPackages"
oriPath=$PATH
sudo mkdir -p $PWD/macos-cache
echo "Install TinyTeX"
sudo curl -L -o "/tmp/TinyTeX.tgz" "https://github.com/yihui/tinytex-releases/releases/download/daily/TinyTeX-1.tgz"
sudo tar zxf "/tmp/TinyTeX.tgz" -C "$PWD/macos-cache"
export PATH="$PWD/macos-cache/TinyTeX/bin/universal-darwin:$PATH"
sudo tlmgr update --self
for i in "${ttp[@]}"; do
sudo tlmgr install "$i"
done
export PATH="$oriPath"
echo "Completed TinyTeX"
- name: Add macOS dependencies to PATH
if: runner.os == 'macOS'
shell: bash
run: |
echo "/Library/TeX/texbin" >> $GITHUB_PATH
echo "$HOME/.poetry/bin" >> $GITHUB_PATH
echo "$PWD/macos-cache/TinyTeX/bin/universal-darwin" >> $GITHUB_PATH
- name: Setup Windows cache
id: cache-windows
if: runner.os == 'Windows'
uses: actions/cache@v3
with:
path: ${{ github.workspace }}\ManimCache
key: ${{ runner.os }}-dependencies-tinytex-${{ hashFiles('.github/manimdependency.json') }}-${{ steps.cache-vars.outputs.date }}-1
- uses: ssciwr/setup-mesa-dist-win@v1
- name: Install system dependencies (Windows)
if: runner.os == 'Windows' && steps.cache-windows.outputs.cache-hit != 'true'
run: |
$tinyTexPackages = $(python -c "import json;print(' '.join(json.load(open('.github/manimdependency.json'))['windows']['tinytex']))") -Split ' '
$OriPath = $env:PATH
echo "Install Tinytex"
Invoke-WebRequest "https://github.com/yihui/tinytex-releases/releases/download/daily/TinyTeX-1.zip" -OutFile "$($env:TMP)\TinyTex.zip"
Expand-Archive -LiteralPath "$($env:TMP)\TinyTex.zip" -DestinationPath "$($PWD)\ManimCache\LatexWindows"
$env:Path = "$($PWD)\ManimCache\LatexWindows\TinyTeX\bin\windows;$($env:PATH)"
tlmgr update --self
foreach ($c in $tinyTexPackages){
$c=$c.Trim()
tlmgr install $c
}
$env:PATH=$OriPath
echo "Completed Latex"
- name: Add Windows dependencies to PATH
if: runner.os == 'Windows'
run: |
$env:Path += ";" + "$($PWD)\ManimCache\LatexWindows\TinyTeX\bin\windows"
$env:Path = "$env:USERPROFILE\.poetry\bin;$($env:PATH)"
echo "$env:Path" | Out-File -FilePath $env:GITHUB_PATH -Encoding utf8 -Append
- name: Install manim
run: |
poetry config installer.modern-installation false
poetry install
- name: Run tests
run: |
poetry run python -m pytest
- name: Run module doctests
run: |
poetry run python -m pytest -v --cov-append --ignore-glob="*opengl*" --doctest-modules manim
- name: Run doctests in rst files
run: |
cd docs && poetry run make doctest O=-tskip-manim
|
manim_ManimCommunity/.github/workflows/publish-docker.yml
|
name: Publish Docker Image
on:
push:
branches:
- main
release:
types: [released]
jobs:
docker-latest:
runs-on: ubuntu-latest
if: github.event_name != 'release'
steps:
- name: Set up QEMU
uses: docker/setup-qemu-action@v3
- name: Set up Docker Buildx
uses: docker/setup-buildx-action@v3
- name: Login to DockerHub
uses: docker/login-action@v3
with:
username: ${{ secrets.DOCKERHUB_USERNAME }}
password: ${{ secrets.DOCKERHUB_TOKEN }}
- name: Build and push
uses: docker/build-push-action@v5
with:
platforms: linux/arm64,linux/amd64
push: true
file: docker/Dockerfile
tags: |
manimcommunity/manim:latest
docker-release:
runs-on: ubuntu-latest
if: github.event_name == 'release'
steps:
- name: Set up QEMU
uses: docker/setup-qemu-action@v3
- name: Set up Docker Buildx
uses: docker/setup-buildx-action@v3
- name: Login to DockerHub
uses: docker/login-action@v3
with:
username: ${{ secrets.DOCKERHUB_USERNAME }}
password: ${{ secrets.DOCKERHUB_TOKEN }}
- name: Get Version
id: create_release
shell: python
env:
tag_act: ${{ github.ref }}
run: |
import os
ref_tag = os.getenv('tag_act').split('/')[-1]
with open(os.getenv('GITHUB_OUTPUT'), 'w') as f:
print(f"tag_name={ref_tag}", file=f)
- name: Build and push
uses: docker/build-push-action@v5
with:
platforms: linux/arm64,linux/amd64
push: true
file: docker/Dockerfile
tags: |
manimcommunity/manim:stable
manimcommunity/manim:latest
manimcommunity/manim:${{ steps.create_release.outputs.tag_name }}
|
manim_ManimCommunity/.github/workflows/codeql.yml
|
name: "CodeQL"
on:
push:
branches: [ "main" ]
pull_request:
branches: [ "main" ]
schedule:
- cron: "21 16 * * 3"
jobs:
analyze:
name: Analyze
runs-on: ubuntu-latest
permissions:
actions: read
contents: read
security-events: write
strategy:
fail-fast: false
matrix:
language: [ python ]
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Initialize CodeQL
uses: github/codeql-action/init@v3
with:
languages: ${{ matrix.language }}
config-file: ./.github/codeql.yml
queries: +security-and-quality
- name: Autobuild
uses: github/codeql-action/autobuild@v3
- name: Perform CodeQL Analysis
uses: github/codeql-action/analyze@v3
with:
category: "/language:${{ matrix.language }}"
|
manim_ManimCommunity/.github/workflows/release-publish-documentation.yml
|
name: Publish downloadable documentation
on:
release:
types: [released]
workflow_dispatch:
jobs:
build-and-publish-htmldocs:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Set up Python 3.11
uses: actions/setup-python@v5
with:
python-version: 3.11
- name: Install system dependencies
run: |
sudo apt update && sudo apt install -y \
pkg-config libcairo-dev libpango1.0-dev ffmpeg wget fonts-roboto
wget -qO- "https://yihui.org/tinytex/install-bin-unix.sh" | sh
echo ${HOME}/.TinyTeX/bin/x86_64-linux >> $GITHUB_PATH
- name: Install LaTeX and Python dependencies
run: |
tlmgr install \
babel-english ctex doublestroke dvisvgm frcursive fundus-calligra jknapltx \
mathastext microtype physics preview ragged2e relsize rsfs setspace standalone \
wasy wasysym
python -m pip install --upgrade poetry
poetry install
- name: Build and package documentation
run: |
cd docs/
poetry run make html
cd build/html/
tar -czvf ../html-docs.tar.gz *
- name: Store artifacts
uses: actions/upload-artifact@v4
with:
path: ${{ github.workspace }}/docs/build/html-docs.tar.gz
name: html-docs.tar.gz
- name: Install Dependency
run: pip install requests
- name: Get Upload URL
if: github.event == 'release'
id: create_release
shell: python
env:
access_token: ${{ secrets.GITHUB_TOKEN }}
tag_act: ${{ github.ref }}
run: |
import requests
import os
ref_tag = os.getenv('tag_act').split('/')[-1]
access_token = os.getenv('access_token')
headers = {
"Accept":"application/vnd.github.v3+json",
"Authorization": f"token {access_token}"
}
url = f"https://api.github.com/repos/ManimCommunity/manim/releases/tags/{ref_tag}"
c = requests.get(url,headers=headers)
upload_url=c.json()['upload_url']
with open(os.getenv('GITHUB_OUTPUT'), 'w') as f:
print(f"upload_url={upload_url}", file=f)
print(f"tag_name={ref_tag[1:]}", file=f)
- name: Upload Release Asset
if: github.event == 'release'
id: upload-release
uses: actions/upload-release-asset@v1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
upload_url: ${{ steps.create_release.outputs.upload_url }}
asset_path: ${{ github.workspace }}/docs/build/html-docs.tar.gz
asset_name: manim-htmldocs-${{ steps.create_release.outputs.tag_name }}.tar.gz
asset_content_type: application/gzip
|
manim_ManimCommunity/.github/workflows/python-publish.yml
|
name: Publish Release
on:
release:
types: [released]
jobs:
release:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Set up Python 3.11
uses: actions/setup-python@v5
with:
python-version: 3.11
- name: Install dependencies
run: python -m pip install --upgrade poetry
# TODO: Set PYPI_API_TOKEN to api token from pip in secrets
- name: Configure pypi credentials
env:
PYPI_API_TOKEN: ${{ secrets.PYPI_API_TOKEN }}
run: poetry config http-basic.pypi __token__ "$PYPI_API_TOKEN"
- name: Publish release to pypi
run: |
poetry publish --build
poetry build
- name: Store artifacts
uses: actions/upload-artifact@v4
with:
path: dist/*.tar.gz
name: manim.tar.gz
- name: Install Dependency
run: pip install requests
- name: Get Upload URL
id: create_release
shell: python
env:
access_token: ${{ secrets.GITHUB_TOKEN }}
tag_act: ${{ github.ref }}
run: |
import requests
import os
ref_tag = os.getenv('tag_act').split('/')[-1]
access_token = os.getenv('access_token')
headers = {
"Accept":"application/vnd.github.v3+json",
"Authorization": f"token {access_token}"
}
url = f"https://api.github.com/repos/ManimCommunity/manim/releases/tags/{ref_tag}"
c = requests.get(url,headers=headers)
upload_url=c.json()['upload_url']
with open(os.getenv('GITHUB_OUTPUT'), 'w') as f:
print(f"upload_url={upload_url}", file=f)
print(f"tag_name={ref_tag[1:]}", file=f)
- name: Upload Release Asset
id: upload-release
uses: actions/upload-release-asset@v1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
upload_url: ${{ steps.create_release.outputs.upload_url }}
asset_path: dist/manim-${{ steps.create_release.outputs.tag_name }}.tar.gz
asset_name: manim-${{ steps.create_release.outputs.tag_name }}.tar.gz
asset_content_type: application/gzip
|
manim_ManimCommunity/.github/scripts/ci_build_cairo.py
|
# Logic is as follows:
# 1. Download cairo source code: https://cairographics.org/releases/cairo-<version>.tar.xz
# 2. Verify the downloaded file using the sha256sums file: https://cairographics.org/releases/cairo-<version>.tar.xz.sha256sum
# 3. Extract the downloaded file.
# 4. Create a virtual environment and install meson and ninja.
# 5. Run meson build in the extracted directory. Also, set required prefix.
# 6. Run meson compile -C build.
# 7. Run meson install -C build.
import hashlib
import logging
import os
import subprocess
import sys
import tarfile
import tempfile
import typing
import urllib.request
from contextlib import contextmanager
from pathlib import Path
from sys import stdout
CAIRO_VERSION = "1.18.0"
CAIRO_URL = f"https://cairographics.org/releases/cairo-{CAIRO_VERSION}.tar.xz"
CAIRO_SHA256_URL = f"{CAIRO_URL}.sha256sum"
VENV_NAME = "meson-venv"
BUILD_DIR = "build"
INSTALL_PREFIX = Path(__file__).parent.parent.parent / "third_party" / "cairo"
logging.basicConfig(level=logging.INFO, format="%(asctime)s %(levelname)s %(message)s")
logger = logging.getLogger(__name__)
def is_ci():
return os.getenv("CI", None) is not None
def download_file(url, path):
logger.info(f"Downloading {url} to {path}")
block_size = 1024 * 1024
with urllib.request.urlopen(url) as response, open(path, "wb") as file:
while True:
data = response.read(block_size)
if not data:
break
file.write(data)
def verify_sha256sum(path, sha256sum):
with open(path, "rb") as file:
file_hash = hashlib.sha256(file.read()).hexdigest()
if file_hash != sha256sum:
raise Exception("SHA256SUM does not match")
def extract_tar_xz(path, directory):
with tarfile.open(path) as file:
file.extractall(directory)
def run_command(command, cwd=None, env=None):
process = subprocess.Popen(command, cwd=cwd, env=env)
process.communicate()
if process.returncode != 0:
raise Exception("Command failed")
@contextmanager
def gha_group(title: str) -> typing.Generator:
if not is_ci():
yield
return
print(f"\n::group::{title}")
stdout.flush()
try:
yield
finally:
print("::endgroup::")
stdout.flush()
def set_env_var_gha(name: str, value: str) -> None:
if not is_ci():
return
env_file = os.getenv("GITHUB_ENV", None)
if env_file is None:
return
with open(env_file, "a") as file:
file.write(f"{name}={value}\n")
stdout.flush()
def get_ld_library_path(prefix: Path) -> str:
# given a prefix, the ld library path can be found at
# <prefix>/lib/* or sometimes just <prefix>/lib
# this function returns the path to the ld library path
# first, check if the ld library path exists at <prefix>/lib/*
ld_library_paths = list(prefix.glob("lib/*"))
if len(ld_library_paths) == 1:
return ld_library_paths[0].absolute().as_posix()
# if the ld library path does not exist at <prefix>/lib/*,
# return <prefix>/lib
ld_library_path = prefix / "lib"
if ld_library_path.exists():
return ld_library_path.absolute().as_posix()
return ""
def main():
if sys.platform == "win32":
logger.info("Skipping build on windows")
return
with tempfile.TemporaryDirectory() as tmpdir:
with gha_group("Downloading and Extracting Cairo"):
logger.info(f"Downloading cairo version {CAIRO_VERSION}")
download_file(CAIRO_URL, os.path.join(tmpdir, "cairo.tar.xz"))
logger.info("Downloading cairo sha256sum")
download_file(CAIRO_SHA256_URL, os.path.join(tmpdir, "cairo.sha256sum"))
logger.info("Verifying cairo sha256sum")
with open(os.path.join(tmpdir, "cairo.sha256sum")) as file:
sha256sum = file.read().split()[0]
verify_sha256sum(os.path.join(tmpdir, "cairo.tar.xz"), sha256sum)
logger.info("Extracting cairo")
extract_tar_xz(os.path.join(tmpdir, "cairo.tar.xz"), tmpdir)
with gha_group("Installing meson and ninja"):
logger.info("Creating virtual environment")
run_command([sys.executable, "-m", "venv", os.path.join(tmpdir, VENV_NAME)])
logger.info("Installing meson and ninja")
run_command(
[
os.path.join(tmpdir, VENV_NAME, "bin", "pip"),
"install",
"meson",
"ninja",
]
)
env_vars = {
# add the venv bin directory to PATH so that meson can find ninja
"PATH": f"{os.path.join(tmpdir, VENV_NAME, 'bin')}{os.pathsep}{os.environ['PATH']}",
}
with gha_group("Building and Installing Cairo"):
logger.info("Running meson setup")
run_command(
[
os.path.join(tmpdir, VENV_NAME, "bin", "meson"),
"setup",
BUILD_DIR,
f"--prefix={INSTALL_PREFIX.absolute().as_posix()}",
"--buildtype=release",
"-Dtests=disabled",
],
cwd=os.path.join(tmpdir, f"cairo-{CAIRO_VERSION}"),
env=env_vars,
)
logger.info("Running meson compile")
run_command(
[
os.path.join(tmpdir, VENV_NAME, "bin", "meson"),
"compile",
"-C",
BUILD_DIR,
],
cwd=os.path.join(tmpdir, f"cairo-{CAIRO_VERSION}"),
env=env_vars,
)
logger.info("Running meson install")
run_command(
[
os.path.join(tmpdir, VENV_NAME, "bin", "meson"),
"install",
"-C",
BUILD_DIR,
],
cwd=os.path.join(tmpdir, f"cairo-{CAIRO_VERSION}"),
env=env_vars,
)
logger.info(f"Successfully built cairo and installed it to {INSTALL_PREFIX}")
if __name__ == "__main__":
if "--set-env-vars" in sys.argv:
with gha_group("Setting environment variables"):
# append the pkgconfig directory to PKG_CONFIG_PATH
set_env_var_gha(
"PKG_CONFIG_PATH",
f"{Path(get_ld_library_path(INSTALL_PREFIX), 'pkgconfig').as_posix()}{os.pathsep}"
f'{os.getenv("PKG_CONFIG_PATH", "")}',
)
set_env_var_gha(
"LD_LIBRARY_PATH",
f"{get_ld_library_path(INSTALL_PREFIX)}{os.pathsep}"
f'{os.getenv("LD_LIBRARY_PATH", "")}',
)
sys.exit(0)
main()
|
manim_ManimCommunity/.github/PULL_REQUEST_TEMPLATE/hackathon.md
|
Thanks for your contribution for the manim community hackathon!
Please make sure your pull request has a meaningful title.
E.g. "Example for the class Angle".
Details for the submissions can be found in the [discord announcement channel](https://discord.com/channels/581738731934056449/581739610154074112/846460718479966228
).
Docstrings can be created in the discord channel with the manimator like this:
```
!mdocstring
```
```python
class HelloWorld(Scene):
def construct(self):
self.add(Circle())
```
Copy+paste the output docstring to the right place in the source code.
If you need any help, do not hesitate to ask the hackathon-mentors in the discord channel.
|
manim_ManimCommunity/.github/PULL_REQUEST_TEMPLATE/documentation.md
|
<!-- Thank you for contributing to ManimCommunity!
Before filling in the details, ensure:
- The title of your PR gives a descriptive summary to end-users. Some examples:
- Fixed last animations not running to completion
- Added gradient support and documentation for SVG files
-->
## Summary of Changes
## Changelog
<!-- Optional: more descriptive changelog entry than just the title for the upcoming
release. Write RST between the following start and end comments.-->
<!--changelog-start-->
<!--changelog-end-->
## Checklist
- [ ] I have read the [Contributing Guidelines](https://docs.manim.community/en/latest/contributing.html)
- [ ] I have written a descriptive PR title (see top of PR template for examples)
- [ ] My new documentation builds, looks correctly formatted, and adds no additional build warnings
<!-- Do not modify the lines below. These are for the reviewers of your PR -->
## Reviewer Checklist
- [ ] The PR title is descriptive enough
- [ ] The PR is labeled appropriately
- [ ] Newly added documentation builds, looks correctly formatted, and adds no additional build warnings
|
manim_ManimCommunity/.github/PULL_REQUEST_TEMPLATE/bugfix.md
|
<!-- Thank you for contributing to ManimCommunity!
Before filling in the details, ensure:
- The title of your PR gives a descriptive summary to end-users. Some examples:
- Fixed last animations not running to completion
- Added gradient support and documentation for SVG files
-->
## Changelog
<!-- Optional: more descriptive changelog entry than just the title for the upcoming
release. Write RST between the following start and end comments.-->
<!--changelog-start-->
<!--changelog-end-->
## Summary of Changes
## Checklist
- [ ] I have read the [Contributing Guidelines](https://docs.manim.community/en/latest/contributing.html)
- [ ] I have written a descriptive PR title (see top of PR template for examples)
- [ ] I have added a test case to prevent software regression
<!-- Do not modify the lines below. These are for the reviewers of your PR -->
## Reviewer Checklist
- [ ] The PR title is descriptive enough
- [ ] The PR is labeled appropriately
- [ ] Regression test(s) are implemented
|
manim_ManimCommunity/.github/ISSUE_TEMPLATE/bug_report.md
|
---
name: Manim bug
about: Report a bug or unexpected behavior when running Manim
title: ""
labels: bug
assignees: ''
---
## Description of bug / unexpected behavior
<!-- Add a clear and concise description of the problem you encountered. -->
## Expected behavior
<!-- Add a clear and concise description of what you expected to happen. -->
## How to reproduce the issue
<!-- Provide a piece of code illustrating the undesired behavior. -->
<details><summary>Code for reproducing the problem</summary>
```py
Paste your code here.
```
</details>
## Additional media files
<!-- Paste in the files manim produced on rendering the code above. -->
<details><summary>Images/GIFs</summary>
<!-- PASTE MEDIA HERE -->
</details>
## Logs
<details><summary>Terminal output</summary>
<!-- Add "-v DEBUG" when calling manim to generate more detailed logs -->
```
PASTE HERE OR PROVIDE LINK TO https://pastebin.com/ OR SIMILAR
```
<!-- Insert screenshots here (only when absolutely necessary, we prefer copy/pasted output!) -->
</details>
## System specifications
<details><summary>System Details</summary>
- OS (with version, e.g., Windows 10 v2004 or macOS 10.15 (Catalina)):
- RAM:
- Python version (`python/py/python3 --version`):
- Installed modules (provide output from `pip list`):
```
PASTE HERE
```
</details>
<details><summary>LaTeX details</summary>
+ LaTeX distribution (e.g. TeX Live 2020):
+ Installed LaTeX packages:
<!-- output of `tlmgr list --only-installed` for TeX Live or a screenshot of the Packages page for MikTeX -->
</details>
<details><summary>FFMPEG</summary>
Output of `ffmpeg -version`:
```
PASTE HERE
```
</details>
## Additional comments
<!-- Add further context that you think might be relevant for this issue here. -->
|
manim_ManimCommunity/.github/ISSUE_TEMPLATE/installation_issue.md
|
---
name: Installation issue
about: Report issues with the installation process of Manim
title: ""
labels: bug, installation
assignees: ''
---
#### Preliminaries
- [ ] I have followed the latest version of the
[installation instructions](https://docs.manim.community/en/stable/installation.html).
- [ ] I have checked the [installation FAQ](https://docs.manim.community/en/stable/faq/installation.html) and my problem is either not mentioned there,
or the solution given there does not help.
## Description of error
<!-- Add a clear and concise description of the problem you encountered. -->
## Installation logs
<!-- Please paste the **full** terminal output; we can only help to identify the issue
when we receive all required information. -->
<details><summary>Terminal output</summary>
```
PASTE HERE OR PROVIDE LINK TO https://pastebin.com/ OR SIMILAR
```
<!-- Insert screenshots here (only when absolutely necessary, we prefer copy/pasted output!) -->
</details>
## System specifications
<details><summary>System Details</summary>
- OS (with version, e.g., Windows 10 v2004 or macOS 10.15 (Catalina)):
- RAM:
- Python version (`python/py/python3 --version`):
- Installed modules (provide output from `pip list`):
```
PASTE HERE
```
</details>
<details><summary>LaTeX details</summary>
+ LaTeX distribution (e.g. TeX Live 2020):
+ Installed LaTeX packages:
<!-- output of `tlmgr list --only-installed` for TeX Live or a screenshot of the Packages page for MikTeX -->
</details>
<details><summary>FFMPEG</summary>
Output of `ffmpeg -version`:
```
PASTE HERE
```
</details>
## Additional comments
<!-- Add further context that you think might be relevant for this issue here. -->
|
manim_ManimCommunity/.github/ISSUE_TEMPLATE/feature_request.md
|
---
name: Feature request
about: Request a new feature for Manim
title: ""
labels: new feature
assignees: ''
---
## Description of proposed feature
<!-- Add a clear and concise description of the new feature, including a motivation: why do you think this will be useful? -->
## How can the new feature be used?
<!-- If possible, illustrate how this new feature could be used. -->
## Additional comments
<!-- Add further context that you think might be relevant. -->
|
manim_ManimCommunity/scripts/extract_frames.py
|
import pathlib
import sys
import numpy as np
from PIL import Image
def main():
if len(sys.argv) != 3:
print_usage()
sys.exit(1)
npz_file = sys.argv[1]
output_folder = pathlib.Path(sys.argv[2])
if not output_folder.exists():
output_folder.mkdir(parents=True)
data = np.load(npz_file)
if "frame_data" not in data:
print("The given file did not have frame_data.")
print("Are you sure this is from a Manim Graphical Unit Test?")
sys.exit(2)
frames = data["frame_data"]
for i, frame in enumerate(frames):
img = Image.fromarray(frame)
img.save(output_folder / f"frame{i}.png")
print(f"Saved {len(frames)} frames to {output_folder}")
def print_usage():
print("Manim Graphical Test Frame Extractor")
print(
"This tool outputs the frames of a Graphical Unit Test "
"stored within a .npz file, typically found under "
r"//tests/test_graphical_units/control_data"
)
print()
print("usage:")
print("python3 extract_frames.py npz_file output_directory")
if __name__ == "__main__":
main()
|
manim_ManimCommunity/scripts/template_docsting_with_example.py
|
# see more documentation guidelines online here: https://github.com/ManimCommunity/manim/wiki/Documentation-guidelines-(WIP)
from __future__ import annotations
class SomeClass:
"""A one line description of the Class.
A short paragraph providing more details.
Extended Summary
Parameters
----------
scale_factor
The factor used for scaling.
Returns
-------
:class:`~.VMobject`
Returns the modified :class:`~.VMobject`.
Tests
-----
Yields
-------
Receives
----------
Other Parameters
-----------------
Raises
------
:class:`TypeError`
If one element of the list is not an instance of VMobject
Warns
-----
Warnings
--------
Notes
-----
Examples
--------
.. manim:: AddTextLetterByLetterScene
:save_last_frame:
class AddTextLetterByLetterScene(Scene):
def construct(self):
t = Text("Hello World word by word")
self.play(AddTextWordByWord(t))
See Also
--------
:class:`Create`, :class:`~.ShowPassingFlash`
References
----------
Other useful directives:
.. tip::
This is currently only possible for class:`~.Text` and not for class:`~.MathTex`.
.. note::
This is something to note.
"""
|
manim_ManimCommunity/scripts/dev_changelog.py
|
#!/usr/bin/env python
"""Script to generate contributor and pull request lists.
This script generates contributor and pull request lists for release
changelogs using Github v3 protocol. Use requires an authentication token in
order to have sufficient bandwidth, you can get one following the directions at
`<https://help.github.com/articles/creating-an-access-token-for-command-line-use/>_
Don't add any scope, as the default is read access to public information. The
token may be stored in an environment variable as you only get one chance to
see it.
Usage::
$ ./scripts/dev_changelog.py [OPTIONS] TOKEN PRIOR TAG [ADDITIONAL]...
The output is utf8 rst.
Dependencies
------------
- gitpython
- pygithub
Examples
--------
From a bash command line with $GITHUB environment variable as the GitHub token::
$ ./scripts/dev_changelog.py $GITHUB v0.3.0 v0.4.0
This would generate 0.4.0-changelog.rst file and place it automatically under
docs/source/changelog/.
As another example, you may also run include PRs that have been excluded by
providing a space separated list of ticket numbers after TAG::
$ ./scripts/dev_changelog.py $GITHUB v0.3.0 v0.4.0 1911 1234 1492 ...
Note
----
This script was taken from Numpy under the terms of BSD-3-Clause license.
"""
from __future__ import annotations
import concurrent.futures
import datetime
import re
from collections import defaultdict
from pathlib import Path
from textwrap import dedent, indent
import cloup
from git import Repo
from github import Github
from tqdm import tqdm
from manim.constants import CONTEXT_SETTINGS, EPILOG
this_repo = Repo(str(Path(__file__).resolve().parent.parent))
PR_LABELS = {
"breaking changes": "Breaking changes",
"highlight": "Highlights",
"pr:deprecation": "Deprecated classes and functions",
"new feature": "New features",
"enhancement": "Enhancements",
"pr:bugfix": "Fixed bugs",
"documentation": "Documentation-related changes",
"testing": "Changes concerning the testing system",
"infrastructure": "Changes to our development infrastructure",
"maintenance": "Code quality improvements and similar refactors",
"revert": "Changes that needed to be reverted again",
"release": "New releases",
"unlabeled": "Unclassified changes",
}
SILENT_CONTRIBUTORS = [
"dependabot[bot]",
]
def update_citation(version, date):
current_directory = Path(__file__).parent
parent_directory = current_directory.parent
contents = (current_directory / "TEMPLATE.cff").read_text()
contents = contents.replace("<version>", version)
contents = contents.replace("<date_released>", date)
with (parent_directory / "CITATION.cff").open("w", newline="\n") as f:
f.write(contents)
def process_pullrequests(lst, cur, github_repo, pr_nums):
lst_commit = github_repo.get_commit(sha=this_repo.git.rev_list("-1", lst))
lst_date = lst_commit.commit.author.date
authors = set()
reviewers = set()
pr_by_labels = defaultdict(list)
with concurrent.futures.ThreadPoolExecutor() as executor:
future_to_num = {
executor.submit(github_repo.get_pull, num): num for num in pr_nums
}
for future in tqdm(
concurrent.futures.as_completed(future_to_num), "Processing PRs"
):
pr = future.result()
authors.add(pr.user)
reviewers = reviewers.union(rev.user for rev in pr.get_reviews())
pr_labels = [label.name for label in pr.labels]
for label in PR_LABELS.keys():
if label in pr_labels:
pr_by_labels[label].append(pr)
break # ensure that PR is only added in one category
else:
pr_by_labels["unlabeled"].append(pr)
# identify first-time contributors:
author_names = []
for author in authors:
name = author.name if author.name is not None else author.login
if name in SILENT_CONTRIBUTORS:
continue
if github_repo.get_commits(author=author, until=lst_date).totalCount == 0:
name += " +"
author_names.append(name)
reviewer_names = []
for reviewer in reviewers:
name = reviewer.name if reviewer.name is not None else reviewer.login
if name in SILENT_CONTRIBUTORS:
continue
reviewer_names.append(name)
# Sort items in pr_by_labels
for i in pr_by_labels:
pr_by_labels[i] = sorted(pr_by_labels[i], key=lambda pr: pr.number)
return {
"authors": sorted(author_names),
"reviewers": sorted(reviewer_names),
"PRs": pr_by_labels,
}
def get_pr_nums(lst, cur):
print("Getting PR Numbers:")
prnums = []
# From regular merges
merges = this_repo.git.log("--oneline", "--merges", f"{lst}..{cur}")
issues = re.findall(r".*\(\#(\d+)\)", merges)
prnums.extend(int(s) for s in issues)
# From fast forward squash-merges
commits = this_repo.git.log(
"--oneline",
"--no-merges",
"--first-parent",
f"{lst}..{cur}",
)
split_commits = list(
filter(
lambda x: not any(
["pre-commit autoupdate" in x, "New Crowdin updates" in x]
),
commits.split("\n"),
),
)
commits = "\n".join(split_commits)
issues = re.findall(r"^.*\(\#(\d+)\)$", commits, re.M)
prnums.extend(int(s) for s in issues)
print(prnums)
return prnums
def get_summary(body):
pattern = '<!--changelog-start-->([^"]*)<!--changelog-end-->'
try:
has_changelog_pattern = re.search(pattern, body)
if has_changelog_pattern:
return has_changelog_pattern.group()[22:-21].strip()
except Exception:
print(f"Error parsing body for changelog: {body}")
@cloup.command(
context_settings=CONTEXT_SETTINGS,
epilog=EPILOG,
)
@cloup.argument("token")
@cloup.argument("prior")
@cloup.argument("tag")
@cloup.argument(
"additional",
nargs=-1,
required=False,
type=int,
)
@cloup.option(
"-o",
"--outfile",
type=str,
help="Path and file name of the changelog output.",
)
def main(token, prior, tag, additional, outfile):
"""Generate Changelog/List of contributors/PRs for release.
TOKEN is your GitHub Personal Access Token.
PRIOR is the tag/commit SHA of the previous release.
TAG is the tag of the new release.
ADDITIONAL includes additional PR(s) that have not been recognized automatically.
"""
lst_release, cur_release = prior, tag
github = Github(token)
github_repo = github.get_repo("ManimCommunity/manim")
pr_nums = get_pr_nums(lst_release, cur_release)
if additional:
print(f"Adding {additional} to the mix!")
pr_nums = pr_nums + list(additional)
# document authors
contributions = process_pullrequests(lst_release, cur_release, github_repo, pr_nums)
authors = contributions["authors"]
reviewers = contributions["reviewers"]
# update citation file
today = datetime.date.today()
update_citation(tag, str(today))
if not outfile:
outfile = (
Path(__file__).resolve().parent.parent / "docs" / "source" / "changelog"
)
outfile = outfile / f"{tag[1:] if tag.startswith('v') else tag}-changelog.rst"
else:
outfile = Path(outfile).resolve()
with outfile.open("w", encoding="utf8", newline="\n") as f:
f.write("*" * len(tag) + "\n")
f.write(f"{tag}\n")
f.write("*" * len(tag) + "\n\n")
f.write(f":Date: {today.strftime('%B %d, %Y')}\n\n")
heading = "Contributors"
f.write(f"{heading}\n")
f.write("=" * len(heading) + "\n\n")
f.write(
dedent(
f"""\
A total of {len(set(authors).union(set(reviewers)))} people contributed to this
release. People with a '+' by their names authored a patch for the first
time.\n
""",
),
)
for author in authors:
f.write(f"* {author}\n")
f.write("\n")
f.write(
dedent(
"""
The patches included in this release have been reviewed by
the following contributors.\n
""",
),
)
for reviewer in reviewers:
f.write(f"* {reviewer}\n")
# document pull requests
heading = "Pull requests merged"
f.write("\n")
f.write(heading + "\n")
f.write("=" * len(heading) + "\n\n")
f.write(
f"A total of {len(pr_nums)} pull requests were merged for this release.\n\n",
)
pr_by_labels = contributions["PRs"]
for label in PR_LABELS.keys():
pr_of_label = pr_by_labels[label]
if pr_of_label:
heading = PR_LABELS[label]
f.write(f"{heading}\n")
f.write("-" * len(heading) + "\n\n")
for PR in pr_by_labels[label]:
num = PR.number
url = PR.html_url
title = PR.title
label = PR.labels
f.write(f"* :pr:`{num}`: {title}\n")
overview = get_summary(PR.body)
if overview:
f.write(indent(f"{overview}\n\n", " "))
else:
f.write("\n\n")
print(f"Wrote changelog to: {outfile}")
if __name__ == "__main__":
main()
|
manim_ManimCommunity/scripts/make_and_open_docs.py
|
from __future__ import annotations
import os
import sys
import webbrowser
from pathlib import Path
path_makefile = Path(__file__).parents[1] / "docs"
os.system(f"cd {path_makefile} && make html")
website = (path_makefile / "build" / "html" / "index.html").absolute().as_uri()
try: # Allows you to pass a custom browser if you want.
webbrowser.get(sys.argv[1]).open_new_tab(f"{website}")
except IndexError:
webbrowser.open_new_tab(f"{website}")
|
manim_ManimCommunity/example_scenes/advanced_tex_fonts.py
|
from manim import *
# French Cursive LaTeX font example from http://jf.burnol.free.fr/showcase.html
# Example 1 Manually creating a Template
TemplateForFrenchCursive = TexTemplate(
preamble=r"""
\usepackage[english]{babel}
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage[T1]{fontenc}
\usepackage[default]{frcursive}
\usepackage[eulergreek,noplusnominus,noequal,nohbar,%
nolessnomore,noasterisk]{mathastext}
""",
)
def FrenchCursive(*tex_strings, **kwargs):
return Tex(*tex_strings, tex_template=TemplateForFrenchCursive, **kwargs)
class TexFontTemplateManual(Scene):
"""An example scene that uses a manually defined TexTemplate() object to create
LaTeX output in French Cursive font"""
def construct(self):
self.add(Tex("Tex Font Example").to_edge(UL))
self.play(Create(FrenchCursive("$f: A \\longrightarrow B$").shift(UP)))
self.play(Create(FrenchCursive("Behold! We can write math in French Cursive")))
self.wait(1)
self.play(
Create(
Tex(
"See more font templates at \\\\ http://jf.burnol.free.fr/showcase.html",
).shift(2 * DOWN),
),
)
self.wait(2)
# Example 2, using a Template from the collection
class TexFontTemplateLibrary(Scene):
"""An example scene that uses TexTemplate objects from the TexFontTemplates collection
to create sample LaTeX output in every font that will compile on the local system.
Please Note:
Many of the in the TexFontTemplates collection require that specific fonts
are installed on your local machine.
For example, choosing the template TexFontTemplates.comic_sans will
not compile if the Comic Sans Micrososft font is not installed.
This scene will only render those Templates that do not cause a TeX
compilation error on your system. Furthermore, some of the ones that do render,
may still render incorrectly. This is beyond the scope of manim.
Feel free to experiment.
"""
def construct(self):
def write_one_line(template):
x = Tex(template.description, tex_template=template).shift(UP)
self.play(Create(x))
self.wait(1)
self.play(FadeOut(x))
examples = [
TexFontTemplates.american_typewriter, # "American Typewriter"
TexFontTemplates.antykwa, # "Antykwa Półtawskiego (TX Fonts for Greek and math symbols)"
TexFontTemplates.apple_chancery, # "Apple Chancery"
TexFontTemplates.auriocus_kalligraphicus, # "Auriocus Kalligraphicus (Symbol Greek)"
TexFontTemplates.baskervald_adf_fourier, # "Baskervald ADF with Fourier"
TexFontTemplates.baskerville_it, # "Baskerville (Italic)"
TexFontTemplates.biolinum, # "Biolinum"
TexFontTemplates.brushscriptx, # "BrushScriptX-Italic (PX math and Greek)"
TexFontTemplates.chalkboard_se, # "Chalkboard SE"
TexFontTemplates.chalkduster, # "Chalkduster"
TexFontTemplates.comfortaa, # "Comfortaa"
TexFontTemplates.comic_sans, # "Comic Sans MS"
TexFontTemplates.droid_sans, # "Droid Sans"
TexFontTemplates.droid_sans_it, # "Droid Sans (Italic)"
TexFontTemplates.droid_serif, # "Droid Serif"
TexFontTemplates.droid_serif_px_it, # "Droid Serif (PX math symbols) (Italic)"
TexFontTemplates.ecf_augie, # "ECF Augie (Euler Greek)"
TexFontTemplates.ecf_jd, # "ECF JD (with TX fonts)"
TexFontTemplates.ecf_skeetch, # "ECF Skeetch (CM Greek)"
TexFontTemplates.ecf_tall_paul, # "ECF Tall Paul (with Symbol font)"
TexFontTemplates.ecf_webster, # "ECF Webster (with TX fonts)"
TexFontTemplates.electrum_adf, # "Electrum ADF (CM Greek)"
TexFontTemplates.epigrafica, # Epigrafica
TexFontTemplates.fourier_utopia, # "Fourier Utopia (Fourier upright Greek)"
TexFontTemplates.french_cursive, # "French Cursive (Euler Greek)"
TexFontTemplates.gfs_bodoni, # "GFS Bodoni"
TexFontTemplates.gfs_didot, # "GFS Didot (Italic)"
TexFontTemplates.gfs_neoHellenic, # "GFS NeoHellenic"
TexFontTemplates.gnu_freesans_tx, # "GNU FreeSerif (and TX fonts symbols)"
TexFontTemplates.gnu_freeserif_freesans, # "GNU FreeSerif and FreeSans"
TexFontTemplates.helvetica_fourier_it, # "Helvetica with Fourier (Italic)"
TexFontTemplates.latin_modern_tw_it, # "Latin Modern Typewriter Proportional (CM Greek) (Italic)"
TexFontTemplates.latin_modern_tw, # "Latin Modern Typewriter Proportional"
TexFontTemplates.libertine, # "Libertine"
TexFontTemplates.libris_adf_fourier, # "Libris ADF with Fourier"
TexFontTemplates.minion_pro_myriad_pro, # "Minion Pro and Myriad Pro (and TX fonts symbols)"
TexFontTemplates.minion_pro_tx, # "Minion Pro (and TX fonts symbols)"
TexFontTemplates.new_century_schoolbook, # "New Century Schoolbook (Symbol Greek)"
TexFontTemplates.new_century_schoolbook_px, # "New Century Schoolbook (Symbol Greek, PX math symbols)"
TexFontTemplates.noteworthy_light, # "Noteworthy Light"
TexFontTemplates.palatino, # "Palatino (Symbol Greek)"
TexFontTemplates.papyrus, # "Papyrus"
TexFontTemplates.romande_adf_fourier_it, # "Romande ADF with Fourier (Italic)"
TexFontTemplates.slitex, # "SliTeX (Euler Greek)"
TexFontTemplates.times_fourier_it, # "Times with Fourier (Italic)"
TexFontTemplates.urw_avant_garde, # "URW Avant Garde (Symbol Greek)"
TexFontTemplates.urw_zapf_chancery, # "URW Zapf Chancery (CM Greek)"
TexFontTemplates.venturis_adf_fourier_it, # "Venturis ADF with Fourier (Italic)"
TexFontTemplates.verdana_it, # "Verdana (Italic)"
TexFontTemplates.vollkorn_fourier_it, # "Vollkorn with Fourier (Italic)"
TexFontTemplates.vollkorn, # "Vollkorn (TX fonts for Greek and math symbols)"
TexFontTemplates.zapf_chancery, # "Zapf Chancery"
]
self.add(Tex("Tex Font Template Example").to_edge(UL))
for font in examples:
try:
write_one_line(font)
except Exception:
print("FAILURE on ", font.description, " - skipping.")
self.play(
Create(
Tex(
"See more font templates at \\\\ http://jf.burnol.free.fr/showcase.html",
).shift(2 * DOWN),
),
)
self.wait(2)
|
manim_ManimCommunity/example_scenes/opengl.py
|
from pathlib import Path
import manim.utils.opengl as opengl
from manim import *
from manim.opengl import * # type: ignore
# Copied from https://3b1b.github.io/manim/getting_started/example_scenes.html#surfaceexample.
# Lines that do not yet work with the Community Version are commented.
def get_plane_mesh(context):
shader = Shader(context, name="vertex_colors")
attributes = np.zeros(
18,
dtype=[
("in_vert", np.float32, (4,)),
("in_color", np.float32, (4,)),
],
)
attributes["in_vert"] = np.array(
[
# xy plane
[-1, -1, 0, 1],
[-1, 1, 0, 1],
[1, 1, 0, 1],
[-1, -1, 0, 1],
[1, -1, 0, 1],
[1, 1, 0, 1],
# yz plane
[0, -1, -1, 1],
[0, -1, 1, 1],
[0, 1, 1, 1],
[0, -1, -1, 1],
[0, 1, -1, 1],
[0, 1, 1, 1],
# xz plane
[-1, 0, -1, 1],
[-1, 0, 1, 1],
[1, 0, 1, 1],
[-1, 0, -1, 1],
[1, 0, -1, 1],
[1, 0, 1, 1],
],
)
attributes["in_color"] = np.array(
[
# xy plane
[1, 0, 0, 1],
[1, 0, 0, 1],
[1, 0, 0, 1],
[1, 0, 0, 1],
[1, 0, 0, 1],
[1, 0, 0, 1],
# yz plane
[0, 1, 0, 1],
[0, 1, 0, 1],
[0, 1, 0, 1],
[0, 1, 0, 1],
[0, 1, 0, 1],
[0, 1, 0, 1],
# xz plane
[0, 0, 1, 1],
[0, 0, 1, 1],
[0, 0, 1, 1],
[0, 0, 1, 1],
[0, 0, 1, 1],
[0, 0, 1, 1],
],
)
return Mesh(shader, attributes)
class TextTest(Scene):
def construct(self):
import string
text = Text(string.ascii_lowercase, stroke_width=4, stroke_color=BLUE).scale(2)
text2 = (
Text(string.ascii_uppercase, stroke_width=4, stroke_color=BLUE)
.scale(2)
.next_to(text, DOWN)
)
# self.add(text, text2)
self.play(Write(text))
self.play(Write(text2))
self.interactive_embed()
class GuiTest(Scene):
def construct(self):
mesh = get_plane_mesh(self.renderer.context)
# mesh.attributes["in_vert"][:, 0]
self.add(mesh)
def update_mesh(mesh, dt):
mesh.model_matrix = np.matmul(
opengl.rotation_matrix(z=dt),
mesh.model_matrix,
)
mesh.add_updater(update_mesh)
self.interactive_embed()
class GuiTest2(Scene):
def construct(self):
mesh = get_plane_mesh(self.renderer.context)
mesh.attributes["in_vert"][:, 0] -= 2
self.add(mesh)
mesh2 = get_plane_mesh(self.renderer.context)
mesh2.attributes["in_vert"][:, 0] += 2
self.add(mesh2)
def callback(sender, data):
mesh2.attributes["in_color"][:, 3] = dpg.get_value(sender)
self.widgets.append(
{
"name": "mesh2 opacity",
"widget": "slider_float",
"callback": callback,
"min_value": 0,
"max_value": 1,
"default_value": 1,
},
)
self.interactive_embed()
class ThreeDMobjectTest(Scene):
def construct(self):
# config["background_color"] = "#333333"
s = Square(fill_opacity=0.5).shift(2 * RIGHT)
self.add(s)
sp = Sphere().shift(2 * LEFT)
self.add(sp)
mesh = get_plane_mesh(self.renderer.context)
self.add(mesh)
def update_mesh(mesh, dt):
mesh.model_matrix = np.matmul(
opengl.rotation_matrix(z=dt),
mesh.model_matrix,
)
mesh.add_updater(update_mesh)
self.interactive_embed()
class NamedFullScreenQuad(Scene):
def construct(self):
surface = FullScreenQuad(self.renderer.context, fragment_shader_name="design_3")
surface.shader.set_uniform(
"u_resolution",
(config["pixel_width"], config["pixel_height"], 0.0),
)
surface.shader.set_uniform("u_time", 0)
self.add(surface)
t = 0
def update_surface(surface, dt):
nonlocal t
t += dt
surface.shader.set_uniform("u_time", t / 4)
surface.add_updater(update_surface)
# self.wait()
self.interactive_embed()
class InlineFullScreenQuad(Scene):
def construct(self):
surface = FullScreenQuad(
self.renderer.context,
"""
#version 330
#define TWO_PI 6.28318530718
uniform vec2 u_resolution;
uniform float u_time;
out vec4 frag_color;
// Function from Iñigo Quiles
// https://www.shadertoy.com/view/MsS3Wc
vec3 hsb2rgb( in vec3 c ){
vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),
6.0)-3.0)-1.0,
0.0,
1.0 );
rgb = rgb*rgb*(3.0-2.0*rgb);
return c.z * mix( vec3(1.0), rgb, c.y);
}
void main(){
vec2 st = gl_FragCoord.xy/u_resolution;
vec3 color = vec3(0.0);
// Use polar coordinates instead of cartesian
vec2 toCenter = vec2(0.5)-st;
float angle = atan(toCenter.y,toCenter.x);
angle += u_time;
float radius = length(toCenter)*2.0;
// Map the angle (-PI to PI) to the Hue (from 0 to 1)
// and the Saturation to the radius
color = hsb2rgb(vec3((angle/TWO_PI)+0.5,radius,1.0));
frag_color = vec4(color,1.0);
}
""",
)
surface.shader.set_uniform(
"u_resolution",
(config["pixel_width"], config["pixel_height"]),
)
shader_time = 0
def update_surface(surface):
nonlocal shader_time
surface.shader.set_uniform("u_time", shader_time)
shader_time += 1 / 60.0
surface.add_updater(update_surface)
self.add(surface)
# self.wait(5)
self.interactive_embed()
class SimpleInlineFullScreenQuad(Scene):
def construct(self):
surface = FullScreenQuad(
self.renderer.context,
"""
#version 330
uniform float v_red;
uniform float v_green;
uniform float v_blue;
out vec4 frag_color;
void main() {
frag_color = vec4(v_red, v_green, v_blue, 1);
}
""",
)
surface.shader.set_uniform("v_red", 0)
surface.shader.set_uniform("v_green", 0)
surface.shader.set_uniform("v_blue", 0)
increase = True
val = 0.5
surface.shader.set_uniform("v_red", val)
surface.shader.set_uniform("v_green", val)
surface.shader.set_uniform("v_blue", val)
def update_surface(mesh, dt):
nonlocal increase
nonlocal val
if increase:
val += dt
else:
val -= dt
if val >= 1:
increase = False
elif val <= 0:
increase = True
surface.shader.set_uniform("v_red", val)
surface.shader.set_uniform("v_green", val)
surface.shader.set_uniform("v_blue", val)
surface.add_updater(update_surface)
self.add(surface)
self.wait(5)
class InlineShaderExample(Scene):
def construct(self):
config["background_color"] = "#333333"
c = Circle(fill_opacity=0.7).shift(UL)
self.add(c)
shader = Shader(
self.renderer.context,
source={
"vertex_shader": """
#version 330
in vec4 in_vert;
in vec4 in_color;
out vec4 v_color;
uniform mat4 u_model_view_matrix;
uniform mat4 u_projection_matrix;
void main() {
v_color = in_color;
vec4 camera_space_vertex = u_model_view_matrix * in_vert;
vec4 clip_space_vertex = u_projection_matrix * camera_space_vertex;
gl_Position = clip_space_vertex;
}
""",
"fragment_shader": """
#version 330
in vec4 v_color;
out vec4 frag_color;
void main() {
frag_color = v_color;
}
""",
},
)
shader.set_uniform("u_model_view_matrix", opengl.view_matrix())
shader.set_uniform(
"u_projection_matrix",
opengl.orthographic_projection_matrix(),
)
attributes = np.zeros(
6,
dtype=[
("in_vert", np.float32, (4,)),
("in_color", np.float32, (4,)),
],
)
attributes["in_vert"] = np.array(
[
[-1, -1, 0, 1],
[-1, 1, 0, 1],
[1, 1, 0, 1],
[-1, -1, 0, 1],
[1, -1, 0, 1],
[1, 1, 0, 1],
],
)
attributes["in_color"] = np.array(
[
[0, 0, 1, 1],
[0, 0, 1, 1],
[0, 0, 1, 1],
[0, 0, 1, 1],
[0, 0, 1, 1],
[0, 0, 1, 1],
],
)
mesh = Mesh(shader, attributes)
self.add(mesh)
self.wait(5)
# self.embed_2()
class NamedShaderExample(Scene):
def construct(self):
shader = Shader(self.renderer.context, "manim_coords")
shader.set_uniform("u_color", (0.0, 1.0, 0.0, 1.0))
view_matrix = self.camera.formatted_view_matrix
shader.set_uniform("u_model_view_matrix", view_matrix)
shader.set_uniform(
"u_projection_matrix",
opengl.perspective_projection_matrix(),
)
attributes = np.zeros(
6,
dtype=[
("in_vert", np.float32, (4,)),
],
)
attributes["in_vert"] = np.array(
[
[-1, -1, 0, 1],
[-1, 1, 0, 1],
[1, 1, 0, 1],
[-1, -1, 0, 1],
[1, -1, 0, 1],
[1, 1, 0, 1],
],
)
mesh = Mesh(shader, attributes)
self.add(mesh)
self.wait(5)
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(Create(square))
self.wait()
# This opens an iPython termnial 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 SurfaceExample(Scene):
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(major_radius=1, minor_radius=1)
torus2 = Torus(major_radius=3, minor_radius=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
script_location = Path(__file__).resolve().parent
day_texture = (
script_location / "assets" / "1280px-Whole_world_-_land_and_oceans.jpg"
)
night_texture = script_location / "assets" / "1280px-The_earth_at_night.jpg"
surfaces = [
OpenGLTexturedSurface(surface, day_texture, night_texture)
for surface in [sphere, torus1, torus2]
]
for mob in surfaces:
mob.shift(IN)
mob.mesh = OpenGLSurfaceMesh(mob)
mob.mesh.set_stroke(BLUE, 1, opacity=0.5)
# Set perspective
frame = self.renderer.camera
frame.set_euler_angles(
theta=-30 * DEGREES,
phi=70 * DEGREES,
)
surface = surfaces[0]
self.play(
FadeIn(surface),
Create(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
frame.animate.increment_phi(-10 * DEGREES),
frame.animate.increment_theta(-20 * DEGREES),
run_time=3,
)
# Add ambient rotation
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 s")
# drag_text.move_to(light_text)
# drag_text.fix_in_frame()
|
manim_ManimCommunity/example_scenes/basic.py
|
#!/usr/bin/env python
from manim import *
# To watch one of these scenes, run the following:
# python --quality m manim -p example_scenes.py SquareToCircle
#
# Use the flag --quality l for a faster rendering at a lower quality.
# Use -s to skip to the end and just save the final frame
# Use the -p to have preview of the animation (or image, if -s was
# used) pop up once done.
# Use -n <number> to skip ahead to the nth animation of a scene.
# Use -r <number> to specify a resolution (for example, -r 1920,1080
# for a 1920x1080 video)
class OpeningManim(Scene):
def construct(self):
title = Tex(r"This is some \LaTeX")
basel = MathTex(r"\sum_{n=1}^\infty \frac{1}{n^2} = \frac{\pi^2}{6}")
VGroup(title, basel).arrange(DOWN)
self.play(
Write(title),
FadeIn(basel, shift=DOWN),
)
self.wait()
transform_title = Tex("That was a transform")
transform_title.to_corner(UP + LEFT)
self.play(
Transform(title, transform_title),
LaggedStart(*(FadeOut(obj, shift=DOWN) for obj in basel)),
)
self.wait()
grid = NumberPlane()
grid_title = Tex("This is a grid", font_size=72)
grid_title.move_to(transform_title)
self.add(grid, grid_title) # Make sure title is on top of grid
self.play(
FadeOut(title),
FadeIn(grid_title, shift=UP),
Create(grid, run_time=3, lag_ratio=0.1),
)
self.wait()
grid_transform_title = Tex(
r"That was a non-linear function \\ applied to the grid",
)
grid_transform_title.move_to(grid_title, UL)
grid.prepare_for_nonlinear_transform()
self.play(
grid.animate.apply_function(
lambda p: p
+ np.array(
[
np.sin(p[1]),
np.sin(p[0]),
0,
],
),
),
run_time=3,
)
self.wait()
self.play(Transform(grid_title, grid_transform_title))
self.wait()
class SquareToCircle(Scene):
def construct(self):
circle = Circle()
square = Square()
square.flip(RIGHT)
square.rotate(-3 * TAU / 8)
circle.set_fill(PINK, opacity=0.5)
self.play(Create(square))
self.play(Transform(square, circle))
self.play(FadeOut(square))
class WarpSquare(Scene):
def construct(self):
square = Square()
self.play(
ApplyPointwiseFunction(
lambda point: complex_to_R3(np.exp(R3_to_complex(point))),
square,
),
)
self.wait()
class WriteStuff(Scene):
def construct(self):
example_text = Tex("This is a some text", tex_to_color_map={"text": YELLOW})
example_tex = MathTex(
"\\sum_{k=1}^\\infty {1 \\over k^2} = {\\pi^2 \\over 6}",
)
group = VGroup(example_text, example_tex)
group.arrange(DOWN)
group.width = config["frame_width"] - 2 * LARGE_BUFF
self.play(Write(example_text))
self.play(Write(example_tex))
self.wait()
class UpdatersExample(Scene):
def construct(self):
decimal = DecimalNumber(
0,
show_ellipsis=True,
num_decimal_places=3,
include_sign=True,
)
square = Square().to_edge(UP)
decimal.add_updater(lambda d: d.next_to(square, RIGHT))
decimal.add_updater(lambda d: d.set_value(square.get_center()[1]))
self.add(square, decimal)
self.play(
square.animate.to_edge(DOWN),
rate_func=there_and_back,
run_time=5,
)
self.wait()
class SpiralInExample(Scene):
def construct(self):
logo_green = "#81b29a"
logo_blue = "#454866"
logo_red = "#e07a5f"
font_color = "#ece6e2"
pi = MathTex(r"\pi").scale(7).set_color(font_color)
pi.shift(2.25 * LEFT + 1.5 * UP)
circle = Circle(color=logo_green, fill_opacity=0.7, stroke_width=0).shift(LEFT)
square = Square(color=logo_blue, fill_opacity=0.8, stroke_width=0).shift(UP)
triangle = Triangle(color=logo_red, fill_opacity=0.9, stroke_width=0).shift(
RIGHT
)
pentagon = Polygon(
*[
[np.cos(2 * np.pi / 5 * i), np.sin(2 * np.pi / 5 * i), 0]
for i in range(5)
],
color=PURPLE_B,
fill_opacity=1,
stroke_width=0
).shift(UP + 2 * RIGHT)
shapes = VGroup(triangle, square, circle, pentagon, pi)
self.play(SpiralIn(shapes, fade_in_fraction=0.9))
self.wait()
self.play(FadeOut(shapes))
Triangle.set_default(stroke_width=20)
class LineJoints(Scene):
def construct(self):
t1 = Triangle()
t2 = Triangle(joint_type=LineJointType.ROUND)
t3 = Triangle(joint_type=LineJointType.BEVEL)
grp = VGroup(t1, t2, t3).arrange(RIGHT)
grp.set(width=config.frame_width - 1)
self.add(grp)
# See many more examples at https://docs.manim.community/en/stable/examples.html
|
manim_ManimCommunity/example_scenes/customtex.py
|
from manim import *
class TexTemplateFromCLI(Scene):
"""This scene uses a custom TexTemplate file.
The path of the TexTemplate _must_ be passed with the command line
argument `--tex_template <path to template>`.
For this scene, you can use the custom_template.tex file next to it.
This scene will fail to render if a tex_template.tex that doesn't
import esvect is passed, and will throw a LaTeX error in that case.
"""
def construct(self):
text = MathTex(r"\vv{vb}")
self.play(Write(text))
self.wait(1)
class InCodeTexTemplate(Scene):
"""This example scene demonstrates how to modify the tex template
for a particular scene from the code for the scene itself.
"""
def construct(self):
# Create a new template
myTemplate = TexTemplate()
# Add packages to the template
myTemplate.add_to_preamble(r"\usepackage{esvect}")
# Set the compiler and output format (default: latex and .dvi)
# possible tex compilers: "latex", "pdflatex", "xelatex", "lualatex", "luatex"
# possible output formats: ".dvi", ".pdf", and ".xdv"
myTemplate.tex_compiler = "latex"
myTemplate.output_format = ".dvi"
# To use this template in a Tex() or MathTex() object
# use the keyword argument tex_template
text = MathTex(r"\vv{vb}", tex_template=myTemplate)
self.play(Write(text))
self.wait(1)
|
manim_ManimCommunity/manim/__main__.py
|
from __future__ import annotations
import sys
import click
import cloup
from . import __version__, cli_ctx_settings, console
from .cli.cfg.group import cfg
from .cli.checkhealth.commands import checkhealth
from .cli.default_group import DefaultGroup
from .cli.init.commands import init
from .cli.plugins.commands import plugins
from .cli.render.commands import render
from .constants import EPILOG
def show_splash(ctx, param, value):
if value:
console.print(f"Manim Community [green]v{__version__}[/green]\n")
def print_version_and_exit(ctx, param, value):
show_splash(ctx, param, value)
if value:
ctx.exit()
@cloup.group(
context_settings=cli_ctx_settings,
cls=DefaultGroup,
default="render",
no_args_is_help=True,
help="Animation engine for explanatory math videos.",
epilog="See 'manim <command>' to read about a specific subcommand.\n\n"
"Note: the subcommand 'manim render' is called if no other subcommand "
"is specified. Run 'manim render --help' if you would like to know what the "
f"'-ql' or '-p' flags do, for example.\n\n{EPILOG}",
)
@cloup.option(
"--version",
is_flag=True,
help="Show version and exit.",
callback=print_version_and_exit,
is_eager=True,
expose_value=False,
)
@click.option(
"--show-splash/--hide-splash",
is_flag=True,
default=True,
help="Print splash message with version information.",
callback=show_splash,
is_eager=True,
expose_value=False,
)
@cloup.pass_context
def main(ctx):
"""The entry point for manim."""
pass
main.add_command(checkhealth)
main.add_command(cfg)
main.add_command(plugins)
main.add_command(init)
main.add_command(render)
if __name__ == "__main__":
main()
|
manim_ManimCommunity/manim/__init__.py
|
#!/usr/bin/env python
from __future__ import annotations
from importlib.metadata import version
__version__ = version(__name__)
# isort: off
# Importing the config module should be the first thing we do, since other
# modules depend on the global config dict for initialization.
from ._config import *
# many scripts depend on this -> has to be loaded first
from .utils.commands import *
# isort: on
import numpy as np
from .animation.animation import *
from .animation.changing import *
from .animation.composition import *
from .animation.creation import *
from .animation.fading import *
from .animation.growing import *
from .animation.indication import *
from .animation.movement import *
from .animation.numbers import *
from .animation.rotation import *
from .animation.specialized import *
from .animation.speedmodifier import *
from .animation.transform import *
from .animation.transform_matching_parts import *
from .animation.updaters.mobject_update_utils import *
from .animation.updaters.update import *
from .camera.camera import *
from .camera.mapping_camera import *
from .camera.moving_camera import *
from .camera.multi_camera import *
from .camera.three_d_camera import *
from .constants import *
from .mobject.frame import *
from .mobject.geometry.arc import *
from .mobject.geometry.boolean_ops import *
from .mobject.geometry.labeled import *
from .mobject.geometry.line import *
from .mobject.geometry.polygram import *
from .mobject.geometry.shape_matchers import *
from .mobject.geometry.tips import *
from .mobject.graph import *
from .mobject.graphing.coordinate_systems import *
from .mobject.graphing.functions import *
from .mobject.graphing.number_line import *
from .mobject.graphing.probability import *
from .mobject.graphing.scale import *
from .mobject.logo import *
from .mobject.matrix import *
from .mobject.mobject import *
from .mobject.opengl.dot_cloud import *
from .mobject.opengl.opengl_point_cloud_mobject import *
from .mobject.svg.brace import *
from .mobject.svg.svg_mobject import *
from .mobject.table import *
from .mobject.text.code_mobject import *
from .mobject.text.numbers import *
from .mobject.text.tex_mobject import *
from .mobject.text.text_mobject import *
from .mobject.three_d.polyhedra import *
from .mobject.three_d.three_d_utils import *
from .mobject.three_d.three_dimensions import *
from .mobject.types.image_mobject import *
from .mobject.types.point_cloud_mobject import *
from .mobject.types.vectorized_mobject import *
from .mobject.value_tracker import *
from .mobject.vector_field import *
from .renderer.cairo_renderer import *
from .scene.moving_camera_scene import *
from .scene.scene import *
from .scene.scene_file_writer import *
from .scene.section import *
from .scene.three_d_scene import *
from .scene.vector_space_scene import *
from .scene.zoomed_scene import *
from .utils import color, rate_functions, unit
from .utils.bezier import *
from .utils.color import *
from .utils.config_ops import *
from .utils.debug import *
from .utils.file_ops import *
from .utils.images import *
from .utils.iterables import *
from .utils.paths import *
from .utils.rate_functions import *
from .utils.simple_functions import *
from .utils.sounds import *
from .utils.space_ops import *
from .utils.tex import *
from .utils.tex_templates import *
try:
from IPython import get_ipython
from .utils.ipython_magic import ManimMagic
except ImportError:
pass
else:
ipy = get_ipython()
if ipy is not None:
ipy.register_magics(ManimMagic)
from .plugins import *
|
manim_ManimCommunity/manim/constants.py
|
"""
Constant definitions.
"""
from __future__ import annotations
from enum import Enum
import numpy as np
from cloup import Context
from PIL.Image import Resampling
from manim.typing import Vector3D
__all__ = [
"SCENE_NOT_FOUND_MESSAGE",
"CHOOSE_NUMBER_MESSAGE",
"INVALID_NUMBER_MESSAGE",
"NO_SCENE_MESSAGE",
"NORMAL",
"ITALIC",
"OBLIQUE",
"BOLD",
"THIN",
"ULTRALIGHT",
"LIGHT",
"SEMILIGHT",
"BOOK",
"MEDIUM",
"SEMIBOLD",
"ULTRABOLD",
"HEAVY",
"ULTRAHEAVY",
"RESAMPLING_ALGORITHMS",
"ORIGIN",
"UP",
"DOWN",
"RIGHT",
"LEFT",
"IN",
"OUT",
"X_AXIS",
"Y_AXIS",
"Z_AXIS",
"UL",
"UR",
"DL",
"DR",
"START_X",
"START_Y",
"DEFAULT_DOT_RADIUS",
"DEFAULT_SMALL_DOT_RADIUS",
"DEFAULT_DASH_LENGTH",
"DEFAULT_ARROW_TIP_LENGTH",
"SMALL_BUFF",
"MED_SMALL_BUFF",
"MED_LARGE_BUFF",
"LARGE_BUFF",
"DEFAULT_MOBJECT_TO_EDGE_BUFFER",
"DEFAULT_MOBJECT_TO_MOBJECT_BUFFER",
"DEFAULT_POINTWISE_FUNCTION_RUN_TIME",
"DEFAULT_WAIT_TIME",
"DEFAULT_POINT_DENSITY_2D",
"DEFAULT_POINT_DENSITY_1D",
"DEFAULT_STROKE_WIDTH",
"DEFAULT_FONT_SIZE",
"SCALE_FACTOR_PER_FONT_POINT",
"PI",
"TAU",
"DEGREES",
"QUALITIES",
"DEFAULT_QUALITY",
"EPILOG",
"CONTEXT_SETTINGS",
"SHIFT_VALUE",
"CTRL_VALUE",
"RendererType",
"LineJointType",
"CapStyleType",
]
# Messages
SCENE_NOT_FOUND_MESSAGE = """
{} is not in the script
"""
CHOOSE_NUMBER_MESSAGE = """
Choose number corresponding to desired scene/arguments.
(Use comma separated list for multiple entries)
Choice(s): """
INVALID_NUMBER_MESSAGE = "Invalid scene numbers have been specified. Aborting."
NO_SCENE_MESSAGE = """
There are no scenes inside that module
"""
# Pango stuff
NORMAL = "NORMAL"
ITALIC = "ITALIC"
OBLIQUE = "OBLIQUE"
BOLD = "BOLD"
# Only for Pango from below
THIN = "THIN"
ULTRALIGHT = "ULTRALIGHT"
LIGHT = "LIGHT"
SEMILIGHT = "SEMILIGHT"
BOOK = "BOOK"
MEDIUM = "MEDIUM"
SEMIBOLD = "SEMIBOLD"
ULTRABOLD = "ULTRABOLD"
HEAVY = "HEAVY"
ULTRAHEAVY = "ULTRAHEAVY"
RESAMPLING_ALGORITHMS = {
"nearest": Resampling.NEAREST,
"none": Resampling.NEAREST,
"lanczos": Resampling.LANCZOS,
"antialias": Resampling.LANCZOS,
"bilinear": Resampling.BILINEAR,
"linear": Resampling.BILINEAR,
"bicubic": Resampling.BICUBIC,
"cubic": Resampling.BICUBIC,
"box": Resampling.BOX,
"hamming": Resampling.HAMMING,
}
# Geometry: directions
ORIGIN: Vector3D = np.array((0.0, 0.0, 0.0))
"""The center of the coordinate system."""
UP: Vector3D = np.array((0.0, 1.0, 0.0))
"""One unit step in the positive Y direction."""
DOWN: Vector3D = np.array((0.0, -1.0, 0.0))
"""One unit step in the negative Y direction."""
RIGHT: Vector3D = np.array((1.0, 0.0, 0.0))
"""One unit step in the positive X direction."""
LEFT: Vector3D = np.array((-1.0, 0.0, 0.0))
"""One unit step in the negative X direction."""
IN: Vector3D = np.array((0.0, 0.0, -1.0))
"""One unit step in the negative Z direction."""
OUT: Vector3D = np.array((0.0, 0.0, 1.0))
"""One unit step in the positive Z direction."""
# Geometry: axes
X_AXIS: Vector3D = np.array((1.0, 0.0, 0.0))
Y_AXIS: Vector3D = np.array((0.0, 1.0, 0.0))
Z_AXIS: Vector3D = np.array((0.0, 0.0, 1.0))
# Geometry: useful abbreviations for diagonals
UL: Vector3D = UP + LEFT
"""One step up plus one step left."""
UR: Vector3D = UP + RIGHT
"""One step up plus one step right."""
DL: Vector3D = DOWN + LEFT
"""One step down plus one step left."""
DR: Vector3D = DOWN + RIGHT
"""One step down plus one step right."""
# Geometry
START_X = 30
START_Y = 20
DEFAULT_DOT_RADIUS = 0.08
DEFAULT_SMALL_DOT_RADIUS = 0.04
DEFAULT_DASH_LENGTH = 0.05
DEFAULT_ARROW_TIP_LENGTH = 0.35
# Default buffers (padding)
SMALL_BUFF = 0.1
MED_SMALL_BUFF = 0.25
MED_LARGE_BUFF = 0.5
LARGE_BUFF = 1
DEFAULT_MOBJECT_TO_EDGE_BUFFER = MED_LARGE_BUFF
DEFAULT_MOBJECT_TO_MOBJECT_BUFFER = MED_SMALL_BUFF
# Times in seconds
DEFAULT_POINTWISE_FUNCTION_RUN_TIME = 3.0
DEFAULT_WAIT_TIME = 1.0
# Misc
DEFAULT_POINT_DENSITY_2D = 25
DEFAULT_POINT_DENSITY_1D = 10
DEFAULT_STROKE_WIDTH = 4
DEFAULT_FONT_SIZE = 48
SCALE_FACTOR_PER_FONT_POINT = 1 / 960
# Mathematical constants
PI = np.pi
"""The ratio of the circumference of a circle to its diameter."""
TAU = 2 * PI
"""The ratio of the circumference of a circle to its radius."""
DEGREES = TAU / 360
"""The exchange rate between radians and degrees."""
# Video qualities
QUALITIES: dict[str, dict[str, str | int | None]] = {
"fourk_quality": {
"flag": "k",
"pixel_height": 2160,
"pixel_width": 3840,
"frame_rate": 60,
},
"production_quality": {
"flag": "p",
"pixel_height": 1440,
"pixel_width": 2560,
"frame_rate": 60,
},
"high_quality": {
"flag": "h",
"pixel_height": 1080,
"pixel_width": 1920,
"frame_rate": 60,
},
"medium_quality": {
"flag": "m",
"pixel_height": 720,
"pixel_width": 1280,
"frame_rate": 30,
},
"low_quality": {
"flag": "l",
"pixel_height": 480,
"pixel_width": 854,
"frame_rate": 15,
},
"example_quality": {
"flag": None,
"pixel_height": 480,
"pixel_width": 854,
"frame_rate": 30,
},
}
DEFAULT_QUALITY = "high_quality"
EPILOG = "Made with <3 by Manim Community developers."
SHIFT_VALUE = 65505
CTRL_VALUE = 65507
CONTEXT_SETTINGS = Context.settings(
align_option_groups=True,
align_sections=True,
show_constraints=True,
)
class RendererType(Enum):
"""An enumeration of all renderer types that can be assigned to
the ``config.renderer`` attribute.
Manim's configuration allows assigning string values to the renderer
setting, the values are then replaced by the corresponding enum object.
In other words, you can run::
config.renderer = "opengl"
and checking the renderer afterwards reveals that the attribute has
assumed the value::
<RendererType.OPENGL: 'opengl'>
"""
CAIRO = "cairo" #: A renderer based on the cairo backend.
OPENGL = "opengl" #: An OpenGL-based renderer.
class LineJointType(Enum):
"""Collection of available line joint types.
See the example below for a visual illustration of the different
joint types.
Examples
--------
.. manim:: LineJointVariants
:save_last_frame:
class LineJointVariants(Scene):
def construct(self):
mob = VMobject(stroke_width=20, color=GREEN).set_points_as_corners([
np.array([-2, 0, 0]),
np.array([0, 0, 0]),
np.array([-2, 1, 0]),
])
lines = VGroup(*[mob.copy() for _ in range(len(LineJointType))])
for line, joint_type in zip(lines, LineJointType):
line.joint_type = joint_type
lines.arrange(RIGHT, buff=1)
self.add(lines)
for line in lines:
label = Text(line.joint_type.name).next_to(line, DOWN)
self.add(label)
"""
AUTO = 0
ROUND = 1
BEVEL = 2
MITER = 3
class CapStyleType(Enum):
"""Collection of available cap styles.
See the example below for a visual illustration of the different
cap styles.
Examples
--------
.. manim:: CapStyleVariants
:save_last_frame:
class CapStyleVariants(Scene):
def construct(self):
arcs = VGroup(*[
Arc(
radius=1,
start_angle=0,
angle=TAU / 4,
stroke_width=20,
color=GREEN,
cap_style=cap_style,
)
for cap_style in CapStyleType
])
arcs.arrange(RIGHT, buff=1)
self.add(arcs)
for arc in arcs:
label = Text(arc.cap_style.name, font_size=24).next_to(arc, DOWN)
self.add(label)
"""
AUTO = 0
ROUND = 1
BUTT = 2
SQUARE = 3
|
manim_ManimCommunity/manim/typing.py
|
"""Custom type definitions used in Manim.
.. admonition:: Note for developers
:class: important
Around the source code there are multiple strings which look like this:
.. code-block::
'''
[CATEGORY]
<category_name>
'''
All type aliases defined under those strings will be automatically
classified under that category.
If you need to define a new category, respect the format described above.
"""
from __future__ import annotations
from os import PathLike
from typing import Callable, Union
import numpy as np
import numpy.typing as npt
from typing_extensions import TypeAlias
__all__ = [
"ManimFloat",
"ManimInt",
"ManimColorDType",
"RGB_Array_Float",
"RGB_Tuple_Float",
"RGB_Array_Int",
"RGB_Tuple_Int",
"RGBA_Array_Float",
"RGBA_Tuple_Float",
"RGBA_Array_Int",
"RGBA_Tuple_Int",
"HSV_Array_Float",
"HSV_Tuple_Float",
"ManimColorInternal",
"PointDType",
"InternalPoint2D",
"Point2D",
"InternalPoint2D_Array",
"Point2D_Array",
"InternalPoint3D",
"Point3D",
"InternalPoint3D_Array",
"Point3D_Array",
"Vector2D",
"Vector2D_Array",
"Vector3D",
"Vector3D_Array",
"VectorND",
"VectorND_Array",
"RowVector",
"ColVector",
"MatrixMN",
"Zeros",
"QuadraticBezierPoints",
"QuadraticBezierPoints_Array",
"QuadraticBezierPath",
"QuadraticSpline",
"CubicBezierPoints",
"CubicBezierPoints_Array",
"CubicBezierPath",
"CubicSpline",
"BezierPoints",
"BezierPoints_Array",
"BezierPath",
"Spline",
"FlatBezierPoints",
"FunctionOverride",
"PathFuncType",
"MappingFunction",
"Image",
"GrayscaleImage",
"RGBImage",
"RGBAImage",
"StrPath",
"StrOrBytesPath",
]
"""
[CATEGORY]
Primitive data types
"""
ManimFloat: TypeAlias = np.float64
"""A double-precision floating-point value (64 bits, or 8 bytes),
according to the IEEE 754 standard.
"""
ManimInt: TypeAlias = np.int64
r"""A long integer (64 bits, or 8 bytes).
It can take values between :math:`-2^{63}` and :math:`+2^{63} - 1`,
which expressed in base 10 is a range between around
:math:`-9.223 \cdot 10^{18}` and :math:`+9.223 \cdot 10^{18}`.
"""
"""
[CATEGORY]
Color types
"""
ManimColorDType: TypeAlias = ManimFloat
"""Data type used in :class:`~.ManimColorInternal`: a
double-precision float between 0 and 1.
"""
RGB_Array_Float: TypeAlias = npt.NDArray[ManimColorDType]
"""``shape: (3,)``
A :class:`numpy.ndarray` of 3 floats between 0 and 1, representing a
color in RGB format.
Its components describe, in order, the intensity of Red, Green, and
Blue in the represented color.
"""
RGB_Tuple_Float: TypeAlias = tuple[float, float, float]
"""``shape: (3,)``
A tuple of 3 floats between 0 and 1, representing a color in RGB
format.
Its components describe, in order, the intensity of Red, Green, and
Blue in the represented color.
"""
RGB_Array_Int: TypeAlias = npt.NDArray[ManimInt]
"""``shape: (3,)``
A :class:`numpy.ndarray` of 3 integers between 0 and 255,
representing a color in RGB format.
Its components describe, in order, the intensity of Red, Green, and
Blue in the represented color.
"""
RGB_Tuple_Int: TypeAlias = tuple[int, int, int]
"""``shape: (3,)``
A tuple of 3 integers between 0 and 255, representing a color in RGB
format.
Its components describe, in order, the intensity of Red, Green, and
Blue in the represented color.
"""
RGBA_Array_Float: TypeAlias = npt.NDArray[ManimColorDType]
"""``shape: (4,)``
A :class:`numpy.ndarray` of 4 floats between 0 and 1, representing a
color in RGBA format.
Its components describe, in order, the intensity of Red, Green, Blue
and Alpha (opacity) in the represented color.
"""
RGBA_Tuple_Float: TypeAlias = tuple[float, float, float, float]
"""``shape: (4,)``
A tuple of 4 floats between 0 and 1, representing a color in RGBA
format.
Its components describe, in order, the intensity of Red, Green, Blue
and Alpha (opacity) in the represented color.
"""
RGBA_Array_Int: TypeAlias = npt.NDArray[ManimInt]
"""``shape: (4,)``
A :class:`numpy.ndarray` of 4 integers between 0 and 255,
representing a color in RGBA format.
Its components describe, in order, the intensity of Red, Green, Blue
and Alpha (opacity) in the represented color.
"""
RGBA_Tuple_Int: TypeAlias = tuple[int, int, int, int]
"""``shape: (4,)``
A tuple of 4 integers between 0 and 255, representing a color in RGBA
format.
Its components describe, in order, the intensity of Red, Green, Blue
and Alpha (opacity) in the represented color.
"""
HSV_Array_Float: TypeAlias = RGB_Array_Float
"""``shape: (3,)``
A :class:`numpy.ndarray` of 3 floats between 0 and 1, representing a
color in HSV (or HSB) format.
Its components describe, in order, the Hue, Saturation and Value (or
Brightness) in the represented color.
"""
HSV_Tuple_Float: TypeAlias = RGB_Tuple_Float
"""``shape: (3,)``
A tuple of 3 floats between 0 and 1, representing a color in HSV (or
HSB) format.
Its components describe, in order, the Hue, Saturation and Value (or
Brightness) in the represented color.
"""
ManimColorInternal: TypeAlias = RGBA_Array_Float
"""``shape: (4,)``
Internal color representation used by :class:`~.ManimColor`,
following the RGBA format.
It is a :class:`numpy.ndarray` consisting of 4 floats between 0 and
1, describing respectively the intensities of Red, Green, Blue and
Alpha (opacity) in the represented color.
"""
"""
[CATEGORY]
Point types
"""
PointDType: TypeAlias = ManimFloat
"""Default type for arrays representing points: a double-precision
floating point value.
"""
InternalPoint2D: TypeAlias = npt.NDArray[PointDType]
"""``shape: (2,)``
A 2-dimensional point: ``[float, float]``.
.. note::
This type alias is mostly made available for internal use, and
only includes the NumPy type.
"""
Point2D: TypeAlias = Union[InternalPoint2D, tuple[float, float]]
"""``shape: (2,)``
A 2-dimensional point: ``[float, float]``.
Normally, a function or method which expects a `Point2D` as a
parameter can handle being passed a `Point3D` instead.
"""
InternalPoint2D_Array: TypeAlias = npt.NDArray[PointDType]
"""``shape: (N, 2)``
An array of `InternalPoint2D` objects: ``[[float, float], ...]``.
.. note::
This type alias is mostly made available for internal use, and
only includes the NumPy type.
"""
Point2D_Array: TypeAlias = Union[InternalPoint2D_Array, tuple[Point2D, ...]]
"""``shape: (N, 2)``
An array of `Point2D` objects: ``[[float, float], ...]``.
Normally, a function or method which expects a `Point2D_Array` as a
parameter can handle being passed a `Point3D_Array` instead.
Please refer to the documentation of the function you are using for
further type information.
"""
InternalPoint3D: TypeAlias = npt.NDArray[PointDType]
"""``shape: (3,)``
A 3-dimensional point: ``[float, float, float]``.
.. note::
This type alias is mostly made available for internal use, and
only includes the NumPy type.
"""
Point3D: TypeAlias = Union[InternalPoint3D, tuple[float, float, float]]
"""``shape: (3,)``
A 3-dimensional point: ``[float, float, float]``.
"""
InternalPoint3D_Array: TypeAlias = npt.NDArray[PointDType]
"""``shape: (N, 3)``
An array of `Point3D` objects: ``[[float, float, float], ...]``.
.. note::
This type alias is mostly made available for internal use, and
only includes the NumPy type.
"""
Point3D_Array: TypeAlias = Union[InternalPoint3D_Array, tuple[Point3D, ...]]
"""``shape: (N, 3)``
An array of `Point3D` objects: ``[[float, float, float], ...]``.
Please refer to the documentation of the function you are using for
further type information.
"""
"""
[CATEGORY]
Vector types
"""
Vector2D: TypeAlias = npt.NDArray[PointDType]
"""``shape: (2,)``
A 2-dimensional vector: ``[float, float]``.
Normally, a function or method which expects a `Vector2D` as a
parameter can handle being passed a `Vector3D` instead.
.. caution::
Do not confuse with the :class:`~.Vector` or :class:`~.Arrow`
VMobjects!
"""
Vector2D_Array: TypeAlias = npt.NDArray[PointDType]
"""``shape: (M, 2)``
An array of `Vector2D` objects: ``[[float, float], ...]``.
Normally, a function or method which expects a `Vector2D_Array` as a
parameter can handle being passed a `Vector3D_Array` instead.
"""
Vector3D: TypeAlias = npt.NDArray[PointDType]
"""``shape: (3,)``
A 3-dimensional vector: ``[float, float, float]``.
.. caution::
Do not confuse with the :class:`~.Vector` or :class:`~.Arrow3D`
VMobjects!
"""
Vector3D_Array: TypeAlias = npt.NDArray[PointDType]
"""``shape: (M, 3)``
An array of `Vector3D` objects: ``[[float, float, float], ...]``.
"""
VectorND: TypeAlias = npt.NDArray[PointDType]
"""``shape (N,)``
An :math:`N`-dimensional vector: ``[float, ...]``.
.. caution::
Do not confuse with the :class:`~.Vector` VMobject! This type alias
is named "VectorND" instead of "Vector" to avoid potential name
collisions.
"""
VectorND_Array: TypeAlias = npt.NDArray[PointDType]
"""``shape (M, N)``
An array of `VectorND` objects: ``[[float, ...], ...]``.
"""
RowVector: TypeAlias = npt.NDArray[PointDType]
"""``shape: (1, N)``
A row vector: ``[[float, ...]]``.
"""
ColVector: TypeAlias = npt.NDArray[PointDType]
"""``shape: (N, 1)``
A column vector: ``[[float], [float], ...]``.
"""
"""
[CATEGORY]
Matrix types
"""
MatrixMN: TypeAlias = npt.NDArray[PointDType]
"""``shape: (M, N)``
A matrix: ``[[float, ...], [float, ...], ...]``.
"""
Zeros: TypeAlias = MatrixMN
"""``shape: (M, N)``
A `MatrixMN` filled with zeros, typically created with
``numpy.zeros((M, N))``.
"""
"""
[CATEGORY]
Bézier types
"""
QuadraticBezierPoints: TypeAlias = Union[
npt.NDArray[PointDType], tuple[Point3D, Point3D, Point3D]
]
"""``shape: (3, 3)``
A `Point3D_Array` of 3 control points for a single quadratic Bézier
curve:
``[[float, float, float], [float, float, float], [float, float, float]]``.
"""
QuadraticBezierPoints_Array: TypeAlias = Union[
npt.NDArray[PointDType], tuple[QuadraticBezierPoints, ...]
]
"""``shape: (N, 3, 3)``
An array of :math:`N` `QuadraticBezierPoints` objects:
``[[[float, float, float], [float, float, float], [float, float, float]], ...]``.
"""
QuadraticBezierPath: TypeAlias = Point3D_Array
"""``shape: (3*N, 3)``
A `Point3D_Array` of :math:`3N` points, where each one of the
:math:`N` consecutive blocks of 3 points represents a quadratic
Bézier curve:
``[[float, float, float], ...], ...]``.
Please refer to the documentation of the function you are using for
further type information.
"""
QuadraticSpline: TypeAlias = QuadraticBezierPath
"""``shape: (3*N, 3)``
A special case of `QuadraticBezierPath` where all the :math:`N`
quadratic Bézier curves are connected, forming a quadratic spline:
``[[float, float, float], ...], ...]``.
Please refer to the documentation of the function you are using for
further type information.
"""
CubicBezierPoints: TypeAlias = Union[
npt.NDArray[PointDType], tuple[Point3D, Point3D, Point3D, Point3D]
]
"""``shape: (4, 3)``
A `Point3D_Array` of 4 control points for a single cubic Bézier
curve:
``[[float, float, float], [float, float, float], [float, float, float], [float, float, float]]``.
"""
CubicBezierPoints_Array: TypeAlias = Union[
npt.NDArray[PointDType], tuple[CubicBezierPoints, ...]
]
"""``shape: (N, 4, 3)``
An array of :math:`N` `CubicBezierPoints` objects:
``[[[float, float, float], [float, float, float], [float, float, float], [float, float, float]], ...]``.
"""
CubicBezierPath: TypeAlias = Point3D_Array
"""``shape: (4*N, 3)``
A `Point3D_Array` of :math:`4N` points, where each one of the
:math:`N` consecutive blocks of 4 points represents a cubic Bézier
curve:
``[[float, float, float], ...], ...]``.
Please refer to the documentation of the function you are using for
further type information.
"""
CubicSpline: TypeAlias = CubicBezierPath
"""``shape: (4*N, 3)``
A special case of `CubicBezierPath` where all the :math:`N` cubic
Bézier curves are connected, forming a quadratic spline:
``[[float, float, float], ...], ...]``.
Please refer to the documentation of the function you are using for
further type information.
"""
BezierPoints: TypeAlias = Point3D_Array
r"""``shape: (PPC, 3)``
A `Point3D_Array` of :math:`\text{PPC}` control points
(:math:`\text{PPC: Points Per Curve} = n + 1`) for a single
:math:`n`-th degree Bézier curve:
``[[float, float, float], ...]``.
Please refer to the documentation of the function you are using for
further type information.
"""
BezierPoints_Array: TypeAlias = Union[npt.NDArray[PointDType], tuple[BezierPoints, ...]]
r"""``shape: (N, PPC, 3)``
An array of :math:`N` `BezierPoints` objects containing
:math:`\text{PPC}` `Point3D` objects each
(:math:`\text{PPC: Points Per Curve} = n + 1`):
``[[[float, float, float], ...], ...]``.
Please refer to the documentation of the function you are using for
further type information.
"""
BezierPath: TypeAlias = Point3D_Array
r"""``shape: (PPC*N, 3)``
A `Point3D_Array` of :math:`\text{PPC} \cdot N` points, where each
one of the :math:`N` consecutive blocks of :math:`\text{PPC}` control
points (:math:`\text{PPC: Points Per Curve} = n + 1`) represents a
Bézier curve of :math:`n`-th degree:
``[[float, float, float], ...], ...]``.
Please refer to the documentation of the function you are using for
further type information.
"""
Spline: TypeAlias = BezierPath
r"""``shape: (PPC*N, 3)``
A special case of `BezierPath` where all the :math:`N` Bézier curves
consisting of :math:`\text{PPC}` `Point3D` objects
(:math:`\text{PPC: Points Per Curve} = n + 1`) are connected, forming
an :math:`n`-th degree spline:
``[[float, float, float], ...], ...]``.
Please refer to the documentation of the function you are using for
further type information.
"""
FlatBezierPoints: TypeAlias = Union[npt.NDArray[PointDType], tuple[float, ...]]
"""``shape: (3*PPC*N,)``
A flattened array of Bézier control points:
``[float, ...]``.
"""
"""
[CATEGORY]
Function types
"""
# Due to current limitations
# (see https://github.com/python/mypy/issues/14656 / 8263),
# we don't specify the first argument type (Mobject).
# Nor are we able to specify the return type (Animation) since we cannot import
# that here.
FunctionOverride: TypeAlias = Callable
"""Function type returning an :class:`~.Animation` for the specified
:class:`~.Mobject`.
"""
PathFuncType: TypeAlias = Callable[[Point3D, Point3D, float], Point3D]
"""Function mapping two `Point3D` objects and an alpha value to a new
`Point3D`.
"""
MappingFunction: TypeAlias = Callable[[Point3D], Point3D]
"""A function mapping a `Point3D` to another `Point3D`."""
"""
[CATEGORY]
Image types
"""
Image: TypeAlias = npt.NDArray[ManimInt]
"""``shape: (height, width) | (height, width, 3) | (height, width, 4)``
A rasterized image with a height of ``height`` pixels and a width of
``width`` pixels.
Every value in the array is an integer from 0 to 255.
Every pixel is represented either by a single integer indicating its
lightness (for greyscale images), an `RGB_Array_Int` or an
`RGBA_Array_Int`.
"""
GrayscaleImage: TypeAlias = Image
"""``shape: (height, width)``
A 100% opaque grayscale `Image`, where every pixel value is a
`ManimInt` indicating its lightness (black -> gray -> white).
"""
RGBImage: TypeAlias = Image
"""``shape: (height, width, 3)``
A 100% opaque `Image` in color, where every pixel value is an
`RGB_Array_Int` object.
"""
RGBAImage: TypeAlias = Image
"""``shape: (height, width, 4)``
An `Image` in color where pixels can be transparent. Every pixel
value is an `RGBA_Array_Int` object.
"""
"""
[CATEGORY]
Path types
"""
StrPath: TypeAlias = Union[str, PathLike[str]]
"""A string or :class:`os.PathLike` representing a path to a
directory or file.
"""
StrOrBytesPath: TypeAlias = Union[str, bytes, PathLike[str], PathLike[bytes]]
"""A string, bytes or :class:`os.PathLike` object representing a path
to a directory or file.
"""
|
manim_ManimCommunity/manim/plugins/__init__.py
|
from __future__ import annotations
from manim import config, logger
from .plugins_flags import get_plugins, list_plugins
__all__ = [
"get_plugins",
"list_plugins",
]
requested_plugins: set[str] = set(config["plugins"])
missing_plugins = requested_plugins - set(get_plugins().keys())
if missing_plugins:
logger.warning("Missing Plugins: %s", missing_plugins)
|
manim_ManimCommunity/manim/plugins/plugins_flags.py
|
"""Plugin Managing Utility"""
from __future__ import annotations
import sys
from typing import Any
if sys.version_info < (3, 10):
from importlib_metadata import entry_points
else:
from importlib.metadata import entry_points
from manim import console
__all__ = ["list_plugins"]
def get_plugins() -> dict[str, Any]:
plugins: dict[str, Any] = {
entry_point.name: entry_point.load()
for entry_point in entry_points(group="manim.plugins")
}
return plugins
def list_plugins() -> None:
console.print("[green bold]Plugins:[/green bold]", justify="left")
plugins = get_plugins()
for plugin in plugins:
console.print(f" • {plugin}")
|
manim_ManimCommunity/manim/scene/__init__.py
| |
manim_ManimCommunity/manim/scene/section.py
|
"""building blocks of segmented video API"""
from __future__ import annotations
from enum import Enum
from pathlib import Path
from typing import Any
from manim import get_video_metadata
__all__ = ["Section", "DefaultSectionType"]
class DefaultSectionType(str, Enum):
"""The type of a section can be used for third party applications.
A presentation system could for example use the types to created loops.
Examples
--------
This class can be reimplemented for more types::
class PresentationSectionType(str, Enum):
# start, end, wait for continuation by user
NORMAL = "presentation.normal"
# start, end, immediately continue to next section
SKIP = "presentation.skip"
# start, end, restart, immediately continue to next section when continued by user
LOOP = "presentation.loop"
# start, end, restart, finish animation first when user continues
COMPLETE_LOOP = "presentation.complete_loop"
"""
NORMAL = "default.normal"
class Section:
"""A :class:`.Scene` can be segmented into multiple Sections.
Refer to :doc:`the documentation</tutorials/output_and_config>` for more info.
It consists of multiple animations.
Attributes
----------
type
Can be used by a third party applications to classify different types of sections.
video
Path to video file with animations belonging to section relative to sections directory.
If ``None``, then the section will not be saved.
name
Human readable, non-unique name for this section.
skip_animations
Skip rendering the animations in this section when ``True``.
partial_movie_files
Animations belonging to this section.
See Also
--------
:class:`.DefaultSectionType`
:meth:`.CairoRenderer.update_skipping_status`
:meth:`.OpenGLRenderer.update_skipping_status`
"""
def __init__(self, type: str, video: str | None, name: str, skip_animations: bool):
self.type = type
# None when not to be saved -> still keeps section alive
self.video: str | None = video
self.name = name
self.skip_animations = skip_animations
self.partial_movie_files: list[str | None] = []
def is_empty(self) -> bool:
"""Check whether this section is empty.
Note that animations represented by ``None`` are also counted.
"""
return len(self.partial_movie_files) == 0
def get_clean_partial_movie_files(self) -> list[str]:
"""Return all partial movie files that are not ``None``."""
return [el for el in self.partial_movie_files if el is not None]
def get_dict(self, sections_dir: Path) -> dict[str, Any]:
"""Get dictionary representation with metadata of output video.
The output from this function is used from every section to build the sections index file.
The output video must have been created in the ``sections_dir`` before executing this method.
This is the main part of the Segmented Video API.
"""
if self.video is None:
raise ValueError(
f"Section '{self.name}' cannot be exported as dict, it does not have a video path assigned to it"
)
video_metadata = get_video_metadata(sections_dir / self.video)
return dict(
{
"name": self.name,
"type": self.type,
"video": self.video,
},
**video_metadata,
)
def __repr__(self):
return f"<Section '{self.name}' stored in '{self.video}'>"
|
manim_ManimCommunity/manim/scene/scene.py
|
"""Basic canvas for animations."""
from __future__ import annotations
from manim.utils.parameter_parsing import flatten_iterable_parameters
__all__ = ["Scene"]
import copy
import datetime
import inspect
import platform
import random
import threading
import time
import types
from queue import Queue
import srt
from manim.scene.section import DefaultSectionType
try:
import dearpygui.dearpygui as dpg
dearpygui_imported = True
except ImportError:
dearpygui_imported = False
from typing import TYPE_CHECKING
import numpy as np
from tqdm import tqdm
from watchdog.events import FileSystemEventHandler
from watchdog.observers import Observer
from manim.mobject.mobject import Mobject
from manim.mobject.opengl.opengl_mobject import OpenGLPoint
from .. import config, logger
from ..animation.animation import Animation, Wait, prepare_animation
from ..camera.camera import Camera
from ..constants import *
from ..gui.gui import configure_pygui
from ..renderer.cairo_renderer import CairoRenderer
from ..renderer.opengl_renderer import OpenGLRenderer
from ..renderer.shader import Object3D
from ..utils import opengl, space_ops
from ..utils.exceptions import EndSceneEarlyException, RerunSceneException
from ..utils.family import extract_mobject_family_members
from ..utils.family_ops import restructure_list_to_exclude_certain_family_members
from ..utils.file_ops import open_media_file
from ..utils.iterables import list_difference_update, list_update
if TYPE_CHECKING:
from typing import Callable, Iterable
class RerunSceneHandler(FileSystemEventHandler):
"""A class to handle rerunning a Scene after the input file is modified."""
def __init__(self, queue):
super().__init__()
self.queue = queue
def on_modified(self, event):
self.queue.put(("rerun_file", [], {}))
class Scene:
"""A Scene is the canvas of your animation.
The primary role of :class:`Scene` is to provide the user with tools to manage
mobjects and animations. Generally speaking, a manim script consists of a class
that derives from :class:`Scene` whose :meth:`Scene.construct` method is overridden
by the user's code.
Mobjects are displayed on screen by calling :meth:`Scene.add` and removed from
screen by calling :meth:`Scene.remove`. All mobjects currently on screen are kept
in :attr:`Scene.mobjects`. Animations are played by calling :meth:`Scene.play`.
A :class:`Scene` is rendered internally by calling :meth:`Scene.render`. This in
turn calls :meth:`Scene.setup`, :meth:`Scene.construct`, and
:meth:`Scene.tear_down`, in that order.
It is not recommended to override the ``__init__`` method in user Scenes. For code
that should be ran before a Scene is rendered, use :meth:`Scene.setup` instead.
Examples
--------
Override the :meth:`Scene.construct` method with your code.
.. code-block:: python
class MyScene(Scene):
def construct(self):
self.play(Write(Text("Hello World!")))
"""
def __init__(
self,
renderer=None,
camera_class=Camera,
always_update_mobjects=False,
random_seed=None,
skip_animations=False,
):
self.camera_class = camera_class
self.always_update_mobjects = always_update_mobjects
self.random_seed = random_seed
self.skip_animations = skip_animations
self.animations = None
self.stop_condition = None
self.moving_mobjects = []
self.static_mobjects = []
self.time_progression = None
self.duration = None
self.last_t = None
self.queue = Queue()
self.skip_animation_preview = False
self.meshes = []
self.camera_target = ORIGIN
self.widgets = []
self.dearpygui_imported = dearpygui_imported
self.updaters = []
self.point_lights = []
self.ambient_light = None
self.key_to_function_map = {}
self.mouse_press_callbacks = []
self.interactive_mode = False
if config.renderer == RendererType.OPENGL:
# Items associated with interaction
self.mouse_point = OpenGLPoint()
self.mouse_drag_point = OpenGLPoint()
if renderer is None:
renderer = OpenGLRenderer()
if renderer is None:
self.renderer = CairoRenderer(
camera_class=self.camera_class,
skip_animations=self.skip_animations,
)
else:
self.renderer = renderer
self.renderer.init_scene(self)
self.mobjects = []
# TODO, remove need for foreground mobjects
self.foreground_mobjects = []
if self.random_seed is not None:
random.seed(self.random_seed)
np.random.seed(self.random_seed)
@property
def camera(self):
return self.renderer.camera
def __deepcopy__(self, clone_from_id):
cls = self.__class__
result = cls.__new__(cls)
clone_from_id[id(self)] = result
for k, v in self.__dict__.items():
if k in ["renderer", "time_progression"]:
continue
if k == "camera_class":
setattr(result, k, v)
setattr(result, k, copy.deepcopy(v, clone_from_id))
result.mobject_updater_lists = []
# Update updaters
for mobject in self.mobjects:
cloned_updaters = []
for updater in mobject.updaters:
# Make the cloned updater use the cloned Mobjects as free variables
# rather than the original ones. Analyzing function bytecode with the
# dis module will help in understanding this.
# https://docs.python.org/3/library/dis.html
# TODO: Do the same for function calls recursively.
free_variable_map = inspect.getclosurevars(updater).nonlocals
cloned_co_freevars = []
cloned_closure = []
for free_variable_name in updater.__code__.co_freevars:
free_variable_value = free_variable_map[free_variable_name]
# If the referenced variable has not been cloned, raise.
if id(free_variable_value) not in clone_from_id:
raise Exception(
f"{free_variable_name} is referenced from an updater "
"but is not an attribute of the Scene, which isn't "
"allowed.",
)
# Add the cloned object's name to the free variable list.
cloned_co_freevars.append(free_variable_name)
# Add a cell containing the cloned object's reference to the
# closure list.
cloned_closure.append(
types.CellType(clone_from_id[id(free_variable_value)]),
)
cloned_updater = types.FunctionType(
updater.__code__.replace(co_freevars=tuple(cloned_co_freevars)),
updater.__globals__,
updater.__name__,
updater.__defaults__,
tuple(cloned_closure),
)
cloned_updaters.append(cloned_updater)
mobject_clone = clone_from_id[id(mobject)]
mobject_clone.updaters = cloned_updaters
if len(cloned_updaters) > 0:
result.mobject_updater_lists.append((mobject_clone, cloned_updaters))
return result
def render(self, preview: bool = False):
"""
Renders this Scene.
Parameters
---------
preview
If true, opens scene in a file viewer.
"""
self.setup()
try:
self.construct()
except EndSceneEarlyException:
pass
except RerunSceneException as e:
self.remove(*self.mobjects)
self.renderer.clear_screen()
self.renderer.num_plays = 0
return True
self.tear_down()
# We have to reset these settings in case of multiple renders.
self.renderer.scene_finished(self)
# Show info only if animations are rendered or to get image
if (
self.renderer.num_plays
or config["format"] == "png"
or config["save_last_frame"]
):
logger.info(
f"Rendered {str(self)}\nPlayed {self.renderer.num_plays} animations",
)
# If preview open up the render after rendering.
if preview:
config["preview"] = True
if config["preview"] or config["show_in_file_browser"]:
open_media_file(self.renderer.file_writer)
def setup(self):
"""
This is meant to be implemented by any scenes which
are commonly subclassed, and have some common setup
involved before the construct method is called.
"""
pass
def tear_down(self):
"""
This is meant to be implemented by any scenes which
are commonly subclassed, and have some common method
to be invoked before the scene ends.
"""
pass
def construct(self):
"""Add content to the Scene.
From within :meth:`Scene.construct`, display mobjects on screen by calling
:meth:`Scene.add` and remove them from screen by calling :meth:`Scene.remove`.
All mobjects currently on screen are kept in :attr:`Scene.mobjects`. Play
animations by calling :meth:`Scene.play`.
Notes
-----
Initialization code should go in :meth:`Scene.setup`. Termination code should
go in :meth:`Scene.tear_down`.
Examples
--------
A typical manim script includes a class derived from :class:`Scene` with an
overridden :meth:`Scene.contruct` method:
.. code-block:: python
class MyScene(Scene):
def construct(self):
self.play(Write(Text("Hello World!")))
See Also
--------
:meth:`Scene.setup`
:meth:`Scene.render`
:meth:`Scene.tear_down`
"""
pass # To be implemented in subclasses
def next_section(
self,
name: str = "unnamed",
type: str = DefaultSectionType.NORMAL,
skip_animations: bool = False,
) -> None:
"""Create separation here; the last section gets finished and a new one gets created.
``skip_animations`` skips the rendering of all animations in this section.
Refer to :doc:`the documentation</tutorials/output_and_config>` on how to use sections.
"""
self.renderer.file_writer.next_section(name, type, skip_animations)
def __str__(self):
return self.__class__.__name__
def get_attrs(self, *keys: str):
"""
Gets attributes of a scene given the attribute's identifier/name.
Parameters
----------
*keys
Name(s) of the argument(s) to return the attribute of.
Returns
-------
list
List of attributes of the passed identifiers.
"""
return [getattr(self, key) for key in keys]
def update_mobjects(self, dt: float):
"""
Begins updating all mobjects in the Scene.
Parameters
----------
dt
Change in time between updates. Defaults (mostly) to 1/frames_per_second
"""
for mobject in self.mobjects:
mobject.update(dt)
def update_meshes(self, dt):
for obj in self.meshes:
for mesh in obj.get_family():
mesh.update(dt)
def update_self(self, dt: float):
"""Run all scene updater functions.
Among all types of update functions (mobject updaters, mesh updaters,
scene updaters), scene update functions are called last.
Parameters
----------
dt
Scene time since last update.
See Also
--------
:meth:`.Scene.add_updater`
:meth:`.Scene.remove_updater`
"""
for func in self.updaters:
func(dt)
def should_update_mobjects(self) -> bool:
"""
Returns True if the mobjects of this scene should be updated.
In particular, this checks whether
- the :attr:`always_update_mobjects` attribute of :class:`.Scene`
is set to ``True``,
- the :class:`.Scene` itself has time-based updaters attached,
- any mobject in this :class:`.Scene` has time-based updaters attached.
This is only called when a single Wait animation is played.
"""
wait_animation = self.animations[0]
if wait_animation.is_static_wait is None:
should_update = (
self.always_update_mobjects
or self.updaters
or wait_animation.stop_condition is not None
or any(
mob.has_time_based_updater()
for mob in self.get_mobject_family_members()
)
)
wait_animation.is_static_wait = not should_update
return not wait_animation.is_static_wait
def get_top_level_mobjects(self):
"""
Returns all mobjects which are not submobjects.
Returns
-------
list
List of top level mobjects.
"""
# Return only those which are not in the family
# of another mobject from the scene
families = [m.get_family() for m in self.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, self.mobjects))
def get_mobject_family_members(self):
"""
Returns list of family-members of all mobjects in scene.
If a Circle() and a VGroup(Rectangle(),Triangle()) were added,
it returns not only the Circle(), Rectangle() and Triangle(), but
also the VGroup() object.
Returns
-------
list
List of mobject family members.
"""
if config.renderer == RendererType.OPENGL:
family_members = []
for mob in self.mobjects:
family_members.extend(mob.get_family())
return family_members
elif config.renderer == RendererType.CAIRO:
return extract_mobject_family_members(
self.mobjects,
use_z_index=self.renderer.camera.use_z_index,
)
def add(self, *mobjects: Mobject):
"""
Mobjects will be displayed, from background to
foreground in the order with which they are added.
Parameters
---------
*mobjects
Mobjects to add.
Returns
-------
Scene
The same scene after adding the Mobjects in.
"""
if config.renderer == RendererType.OPENGL:
new_mobjects = []
new_meshes = []
for mobject_or_mesh in mobjects:
if isinstance(mobject_or_mesh, Object3D):
new_meshes.append(mobject_or_mesh)
else:
new_mobjects.append(mobject_or_mesh)
self.remove(*new_mobjects)
self.mobjects += new_mobjects
self.remove(*new_meshes)
self.meshes += new_meshes
elif config.renderer == RendererType.CAIRO:
mobjects = [*mobjects, *self.foreground_mobjects]
self.restructure_mobjects(to_remove=mobjects)
self.mobjects += mobjects
if self.moving_mobjects:
self.restructure_mobjects(
to_remove=mobjects,
mobject_list_name="moving_mobjects",
)
self.moving_mobjects += mobjects
return self
def add_mobjects_from_animations(self, animations):
curr_mobjects = self.get_mobject_family_members()
for animation in animations:
if animation.is_introducer():
continue
# Anything animated that's not already in the
# scene gets added to the scene
mob = animation.mobject
if mob is not None and mob not in curr_mobjects:
self.add(mob)
curr_mobjects += mob.get_family()
def remove(self, *mobjects: Mobject):
"""
Removes mobjects in the passed list of mobjects
from the scene and the foreground, by removing them
from "mobjects" and "foreground_mobjects"
Parameters
----------
*mobjects
The mobjects to remove.
"""
if config.renderer == RendererType.OPENGL:
mobjects_to_remove = []
meshes_to_remove = set()
for mobject_or_mesh in mobjects:
if isinstance(mobject_or_mesh, Object3D):
meshes_to_remove.add(mobject_or_mesh)
else:
mobjects_to_remove.append(mobject_or_mesh)
self.mobjects = restructure_list_to_exclude_certain_family_members(
self.mobjects,
mobjects_to_remove,
)
self.meshes = list(
filter(lambda mesh: mesh not in set(meshes_to_remove), self.meshes),
)
return self
elif config.renderer == RendererType.CAIRO:
for list_name in "mobjects", "foreground_mobjects":
self.restructure_mobjects(mobjects, list_name, False)
return self
def replace(self, old_mobject: Mobject, new_mobject: Mobject) -> None:
"""Replace one mobject in the scene with another, preserving draw order.
If ``old_mobject`` is a submobject of some other Mobject (e.g. a
:class:`.Group`), the new_mobject will replace it inside the group,
without otherwise changing the parent mobject.
Parameters
----------
old_mobject
The mobject to be replaced. Must be present in the scene.
new_mobject
A mobject which must not already be in the scene.
"""
if old_mobject is None or new_mobject is None:
raise ValueError("Specified mobjects cannot be None")
def replace_in_list(
mobj_list: list[Mobject], old_m: Mobject, new_m: Mobject
) -> bool:
# We use breadth-first search because some Mobjects get very deep and
# we expect top-level elements to be the most common targets for replace.
for i in range(0, len(mobj_list)):
# Is this the old mobject?
if mobj_list[i] == old_m:
# If so, write the new object to the same spot and stop looking.
mobj_list[i] = new_m
return True
# Now check all the children of all these mobs.
for mob in mobj_list: # noqa: SIM110
if replace_in_list(mob.submobjects, old_m, new_m):
# If we found it in a submobject, stop looking.
return True
# If we did not find the mobject in the mobject list or any submobjects,
# (or the list was empty), indicate we did not make the replacement.
return False
# Make use of short-circuiting conditionals to check mobjects and then
# foreground_mobjects
replaced = replace_in_list(
self.mobjects, old_mobject, new_mobject
) or replace_in_list(self.foreground_mobjects, old_mobject, new_mobject)
if not replaced:
raise ValueError(f"Could not find {old_mobject} in scene")
def add_updater(self, func: Callable[[float], None]) -> None:
"""Add an update function to the scene.
The scene updater functions are run every frame,
and they are the last type of updaters to run.
.. WARNING::
When using the Cairo renderer, scene updaters that
modify mobjects are not detected in the same way
that mobject updaters are. To be more concrete,
a mobject only modified via a scene updater will
not necessarily be added to the list of *moving
mobjects* and thus might not be updated every frame.
TL;DR: Use mobject updaters to update mobjects.
Parameters
----------
func
The updater function. It takes a float, which is the
time difference since the last update (usually equal
to the frame rate).
See also
--------
:meth:`.Scene.remove_updater`
:meth:`.Scene.update_self`
"""
self.updaters.append(func)
def remove_updater(self, func: Callable[[float], None]) -> None:
"""Remove an update function from the scene.
Parameters
----------
func
The updater function to be removed.
See also
--------
:meth:`.Scene.add_updater`
:meth:`.Scene.update_self`
"""
self.updaters = [f for f in self.updaters if f is not func]
def restructure_mobjects(
self,
to_remove: Mobject,
mobject_list_name: str = "mobjects",
extract_families: bool = True,
):
"""
tl:wr
If your scene has a Group(), and you removed a mobject from the Group,
this dissolves the group and puts the rest of the mobjects directly
in self.mobjects or self.foreground_mobjects.
In cases where the scene contains a group, e.g. Group(m1, m2, m3), but one
of its submobjects is removed, e.g. scene.remove(m1), the list of mobjects
will be edited to contain other submobjects, but not m1, e.g. it will now
insert m2 and m3 to where the group once was.
Parameters
----------
to_remove
The Mobject to remove.
mobject_list_name
The list of mobjects ("mobjects", "foreground_mobjects" etc) to remove from.
extract_families
Whether the mobject's families should be recursively extracted.
Returns
-------
Scene
The Scene mobject with restructured Mobjects.
"""
if extract_families:
to_remove = extract_mobject_family_members(
to_remove,
use_z_index=self.renderer.camera.use_z_index,
)
_list = getattr(self, mobject_list_name)
new_list = self.get_restructured_mobject_list(_list, to_remove)
setattr(self, mobject_list_name, new_list)
return self
def get_restructured_mobject_list(self, mobjects: list, to_remove: list):
"""
Given a list of mobjects and a list of mobjects to be removed, this
filters out the removable mobjects from the list of mobjects.
Parameters
----------
mobjects
The Mobjects to check.
to_remove
The list of mobjects to remove.
Returns
-------
list
The list of mobjects with the mobjects to remove removed.
"""
new_mobjects = []
def add_safe_mobjects_from_list(list_to_examine, set_to_remove):
for mob in list_to_examine:
if mob in set_to_remove:
continue
intersect = set_to_remove.intersection(mob.get_family())
if intersect:
add_safe_mobjects_from_list(mob.submobjects, intersect)
else:
new_mobjects.append(mob)
add_safe_mobjects_from_list(mobjects, set(to_remove))
return new_mobjects
# TODO, remove this, and calls to this
def add_foreground_mobjects(self, *mobjects: Mobject):
"""
Adds mobjects to the foreground, and internally to the list
foreground_mobjects, and mobjects.
Parameters
----------
*mobjects
The Mobjects to add to the foreground.
Returns
------
Scene
The Scene, with the foreground mobjects added.
"""
self.foreground_mobjects = list_update(self.foreground_mobjects, mobjects)
self.add(*mobjects)
return self
def add_foreground_mobject(self, mobject: Mobject):
"""
Adds a single mobject to the foreground, and internally to the list
foreground_mobjects, and mobjects.
Parameters
----------
mobject
The Mobject to add to the foreground.
Returns
------
Scene
The Scene, with the foreground mobject added.
"""
return self.add_foreground_mobjects(mobject)
def remove_foreground_mobjects(self, *to_remove: Mobject):
"""
Removes mobjects from the foreground, and internally from the list
foreground_mobjects.
Parameters
----------
*to_remove
The mobject(s) to remove from the foreground.
Returns
------
Scene
The Scene, with the foreground mobjects removed.
"""
self.restructure_mobjects(to_remove, "foreground_mobjects")
return self
def remove_foreground_mobject(self, mobject: Mobject):
"""
Removes a single mobject from the foreground, and internally from the list
foreground_mobjects.
Parameters
----------
mobject
The mobject to remove from the foreground.
Returns
------
Scene
The Scene, with the foreground mobject removed.
"""
return self.remove_foreground_mobjects(mobject)
def bring_to_front(self, *mobjects: Mobject):
"""
Adds the passed mobjects to the scene again,
pushing them to he front of the scene.
Parameters
----------
*mobjects
The mobject(s) to bring to the front of the scene.
Returns
------
Scene
The Scene, with the mobjects brought to the front
of the scene.
"""
self.add(*mobjects)
return self
def bring_to_back(self, *mobjects: Mobject):
"""
Removes the mobject from the scene and
adds them to the back of the scene.
Parameters
----------
*mobjects
The mobject(s) to push to the back of the scene.
Returns
------
Scene
The Scene, with the mobjects pushed to the back
of the scene.
"""
self.remove(*mobjects)
self.mobjects = list(mobjects) + self.mobjects
return self
def clear(self):
"""
Removes all mobjects present in self.mobjects
and self.foreground_mobjects from the scene.
Returns
------
Scene
The Scene, with all of its mobjects in
self.mobjects and self.foreground_mobjects
removed.
"""
self.mobjects = []
self.foreground_mobjects = []
return self
def get_moving_mobjects(self, *animations: Animation):
"""
Gets all moving mobjects in the passed animation(s).
Parameters
----------
*animations
The animations to check for moving mobjects.
Returns
------
list
The list of mobjects that could be moving in
the Animation(s)
"""
# Go through mobjects from start to end, and
# as soon as there's one that needs updating of
# some kind per frame, return the list from that
# point forward.
animation_mobjects = [anim.mobject for anim in animations]
mobjects = self.get_mobject_family_members()
for i, mob in enumerate(mobjects):
update_possibilities = [
mob in animation_mobjects,
len(mob.get_family_updaters()) > 0,
mob in self.foreground_mobjects,
]
if any(update_possibilities):
return mobjects[i:]
return []
def get_moving_and_static_mobjects(self, animations):
all_mobjects = list_update(self.mobjects, self.foreground_mobjects)
all_mobject_families = extract_mobject_family_members(
all_mobjects,
use_z_index=self.renderer.camera.use_z_index,
only_those_with_points=True,
)
moving_mobjects = self.get_moving_mobjects(*animations)
all_moving_mobject_families = extract_mobject_family_members(
moving_mobjects,
use_z_index=self.renderer.camera.use_z_index,
)
static_mobjects = list_difference_update(
all_mobject_families,
all_moving_mobject_families,
)
return all_moving_mobject_families, static_mobjects
def compile_animations(
self,
*args: Animation | Iterable[Animation] | types.GeneratorType[Animation],
**kwargs,
):
"""
Creates _MethodAnimations from any _AnimationBuilders and updates animation
kwargs with kwargs passed to play().
Parameters
----------
*args
Animations to be played.
**kwargs
Configuration for the call to play().
Returns
-------
Tuple[:class:`Animation`]
Animations to be played.
"""
animations = []
arg_anims = flatten_iterable_parameters(args)
# Allow passing a generator to self.play instead of comma separated arguments
for arg in arg_anims:
try:
animations.append(prepare_animation(arg))
except TypeError:
if inspect.ismethod(arg):
raise TypeError(
"Passing Mobject methods to Scene.play is no longer"
" supported. Use Mobject.animate instead.",
)
else:
raise TypeError(
f"Unexpected argument {arg} passed to Scene.play().",
)
for animation in animations:
for k, v in kwargs.items():
setattr(animation, k, v)
return animations
def _get_animation_time_progression(
self, animations: list[Animation], duration: float
):
"""
You will hardly use this when making your own animations.
This method is for Manim's internal use.
Uses :func:`~.get_time_progression` to obtain a
CommandLine ProgressBar whose ``fill_time`` is
dependent on the qualities of the passed Animation,
Parameters
----------
animations
The list of animations to get
the time progression for.
duration
duration of wait time
Returns
-------
time_progression
The CommandLine Progress Bar.
"""
if len(animations) == 1 and isinstance(animations[0], Wait):
stop_condition = animations[0].stop_condition
if stop_condition is not None:
time_progression = self.get_time_progression(
duration,
f"Waiting for {stop_condition.__name__}",
n_iterations=-1, # So it doesn't show % progress
override_skip_animations=True,
)
else:
time_progression = self.get_time_progression(
duration,
f"Waiting {self.renderer.num_plays}",
)
else:
time_progression = self.get_time_progression(
duration,
"".join(
[
f"Animation {self.renderer.num_plays}: ",
str(animations[0]),
(", etc." if len(animations) > 1 else ""),
],
),
)
return time_progression
def get_time_progression(
self,
run_time: float,
description,
n_iterations: int | None = None,
override_skip_animations: bool = False,
):
"""
You will hardly use this when making your own animations.
This method is for Manim's internal use.
Returns a CommandLine ProgressBar whose ``fill_time``
is dependent on the ``run_time`` of an animation,
the iterations to perform in that animation
and a bool saying whether or not to consider
the skipped animations.
Parameters
----------
run_time
The ``run_time`` of the animation.
n_iterations
The number of iterations in the animation.
override_skip_animations
Whether or not to show skipped animations in the progress bar.
Returns
-------
time_progression
The CommandLine Progress Bar.
"""
if self.renderer.skip_animations and not override_skip_animations:
times = [run_time]
else:
step = 1 / config["frame_rate"]
times = np.arange(0, run_time, step)
time_progression = tqdm(
times,
desc=description,
total=n_iterations,
leave=config["progress_bar"] == "leave",
ascii=True if platform.system() == "Windows" else None,
disable=config["progress_bar"] == "none",
)
return time_progression
def get_run_time(self, animations: list[Animation]):
"""
Gets the total run time for a list of animations.
Parameters
----------
animations
A list of the animations whose total
``run_time`` is to be calculated.
Returns
-------
float
The total ``run_time`` of all of the animations in the list.
"""
if len(animations) == 1 and isinstance(animations[0], Wait):
return animations[0].duration
else:
return np.max([animation.run_time for animation in animations])
def play(
self,
*args: Animation | Iterable[Animation] | types.GeneratorType[Animation],
subcaption=None,
subcaption_duration=None,
subcaption_offset=0,
**kwargs,
):
r"""Plays an animation in this scene.
Parameters
----------
args
Animations to be played.
subcaption
The content of the external subcaption that should
be added during the animation.
subcaption_duration
The duration for which the specified subcaption is
added. If ``None`` (the default), the run time of the
animation is taken.
subcaption_offset
An offset (in seconds) for the start time of the
added subcaption.
kwargs
All other keywords are passed to the renderer.
"""
# If we are in interactive embedded mode, make sure this is running on the main thread (required for OpenGL)
if (
self.interactive_mode
and config.renderer == RendererType.OPENGL
and threading.current_thread().name != "MainThread"
):
kwargs.update(
{
"subcaption": subcaption,
"subcaption_duration": subcaption_duration,
"subcaption_offset": subcaption_offset,
}
)
self.queue.put(
(
"play",
args,
kwargs,
)
)
return
start_time = self.renderer.time
self.renderer.play(self, *args, **kwargs)
run_time = self.renderer.time - start_time
if subcaption:
if subcaption_duration is None:
subcaption_duration = run_time
# The start of the subcaption needs to be offset by the
# run_time of the animation because it is added after
# the animation has already been played (and Scene.renderer.time
# has already been updated).
self.add_subcaption(
content=subcaption,
duration=subcaption_duration,
offset=-run_time + subcaption_offset,
)
def wait(
self,
duration: float = DEFAULT_WAIT_TIME,
stop_condition: Callable[[], bool] | None = None,
frozen_frame: bool | None = None,
):
"""Plays a "no operation" animation.
Parameters
----------
duration
The run time of the animation.
stop_condition
A function without positional arguments that is evaluated every time
a frame is rendered. The animation only stops when the return value
of the function is truthy, or when the time specified in ``duration``
passes.
frozen_frame
If True, updater functions are not evaluated, and the animation outputs
a frozen frame. If False, updater functions are called and frames
are rendered as usual. If None (the default), the scene tries to
determine whether or not the frame is frozen on its own.
See also
--------
:class:`.Wait`, :meth:`.should_mobjects_update`
"""
self.play(
Wait(
run_time=duration,
stop_condition=stop_condition,
frozen_frame=frozen_frame,
)
)
def pause(self, duration: float = DEFAULT_WAIT_TIME):
"""Pauses the scene (i.e., displays a frozen frame).
This is an alias for :meth:`.wait` with ``frozen_frame``
set to ``True``.
Parameters
----------
duration
The duration of the pause.
See also
--------
:meth:`.wait`, :class:`.Wait`
"""
self.wait(duration=duration, frozen_frame=True)
def wait_until(self, stop_condition: Callable[[], bool], max_time: float = 60):
"""Wait until a condition is satisfied, up to a given maximum duration.
Parameters
----------
stop_condition
A function with no arguments that determines whether or not the
scene should keep waiting.
max_time
The maximum wait time in seconds.
"""
self.wait(max_time, stop_condition=stop_condition)
def compile_animation_data(
self,
*animations: Animation | Iterable[Animation] | types.GeneratorType[Animation],
**play_kwargs,
):
"""Given a list of animations, compile the corresponding
static and moving mobjects, and gather the animation durations.
This also begins the animations.
Parameters
----------
animations
Animation or mobject with mobject method and params
play_kwargs
Named parameters affecting what was passed in ``animations``,
e.g. ``run_time``, ``lag_ratio`` and so on.
Returns
-------
self, None
None if there is nothing to play, or self otherwise.
"""
# NOTE TODO : returns statement of this method are wrong. It should return nothing, as it makes a little sense to get any information from this method.
# The return are kept to keep webgl renderer from breaking.
if len(animations) == 0:
raise ValueError("Called Scene.play with no animations")
self.animations = self.compile_animations(*animations, **play_kwargs)
self.add_mobjects_from_animations(self.animations)
self.last_t = 0
self.stop_condition = None
self.moving_mobjects = []
self.static_mobjects = []
if len(self.animations) == 1 and isinstance(self.animations[0], Wait):
if self.should_update_mobjects():
self.update_mobjects(dt=0) # Any problems with this?
self.stop_condition = self.animations[0].stop_condition
else:
self.duration = self.animations[0].duration
# Static image logic when the wait is static is done by the renderer, not here.
self.animations[0].is_static_wait = True
return None
self.duration = self.get_run_time(self.animations)
return self
def begin_animations(self) -> None:
"""Start the animations of the scene."""
for animation in self.animations:
animation._setup_scene(self)
animation.begin()
if config.renderer == RendererType.CAIRO:
# Paint all non-moving objects onto the screen, so they don't
# have to be rendered every frame
(
self.moving_mobjects,
self.static_mobjects,
) = self.get_moving_and_static_mobjects(self.animations)
def is_current_animation_frozen_frame(self) -> bool:
"""Returns whether the current animation produces a static frame (generally a Wait)."""
return (
isinstance(self.animations[0], Wait)
and len(self.animations) == 1
and self.animations[0].is_static_wait
)
def play_internal(self, skip_rendering: bool = False):
"""
This method is used to prep the animations for rendering,
apply the arguments and parameters required to them,
render them, and write them to the video file.
Parameters
----------
skip_rendering
Whether the rendering should be skipped, by default False
"""
self.duration = self.get_run_time(self.animations)
self.time_progression = self._get_animation_time_progression(
self.animations,
self.duration,
)
for t in self.time_progression:
self.update_to_time(t)
if not skip_rendering and not self.skip_animation_preview:
self.renderer.render(self, t, self.moving_mobjects)
if self.stop_condition is not None and self.stop_condition():
self.time_progression.close()
break
for animation in self.animations:
animation.finish()
animation.clean_up_from_scene(self)
if not self.renderer.skip_animations:
self.update_mobjects(0)
self.renderer.static_image = None
# Closing the progress bar at the end of the play.
self.time_progression.close()
def check_interactive_embed_is_valid(self):
if config["force_window"]:
return True
if self.skip_animation_preview:
logger.warning(
"Disabling interactive embed as 'skip_animation_preview' is enabled",
)
return False
elif config["write_to_movie"]:
logger.warning("Disabling interactive embed as 'write_to_movie' is enabled")
return False
elif config["format"]:
logger.warning(
"Disabling interactive embed as '--format' is set as "
+ config["format"],
)
return False
elif not self.renderer.window:
logger.warning("Disabling interactive embed as no window was created")
return False
elif config.dry_run:
logger.warning("Disabling interactive embed as dry_run is enabled")
return False
return True
def interactive_embed(self):
"""
Like embed(), but allows for screen interaction.
"""
if not self.check_interactive_embed_is_valid():
return
self.interactive_mode = True
def ipython(shell, namespace):
import manim.opengl
def load_module_into_namespace(module, namespace):
for name in dir(module):
namespace[name] = getattr(module, name)
load_module_into_namespace(manim, namespace)
load_module_into_namespace(manim.opengl, namespace)
def embedded_rerun(*args, **kwargs):
self.queue.put(("rerun_keyboard", args, kwargs))
shell.exiter()
namespace["rerun"] = embedded_rerun
shell(local_ns=namespace)
self.queue.put(("exit_keyboard", [], {}))
def get_embedded_method(method_name):
return lambda *args, **kwargs: self.queue.put((method_name, args, kwargs))
local_namespace = inspect.currentframe().f_back.f_locals
for method in ("play", "wait", "add", "remove"):
embedded_method = get_embedded_method(method)
# Allow for calling scene methods without prepending 'self.'.
local_namespace[method] = embedded_method
from sqlite3 import connect
from IPython.core.getipython import get_ipython
from IPython.terminal.embed import InteractiveShellEmbed
from traitlets.config import Config
cfg = Config()
cfg.TerminalInteractiveShell.confirm_exit = False
if get_ipython() is None:
shell = InteractiveShellEmbed.instance(config=cfg)
else:
shell = InteractiveShellEmbed(config=cfg)
hist = get_ipython().history_manager
hist.db = connect(hist.hist_file, check_same_thread=False)
keyboard_thread = threading.Thread(
target=ipython,
args=(shell, local_namespace),
)
# run as daemon to kill thread when main thread exits
if not shell.pt_app:
keyboard_thread.daemon = True
keyboard_thread.start()
if self.dearpygui_imported and config["enable_gui"]:
if not dpg.is_dearpygui_running():
gui_thread = threading.Thread(
target=configure_pygui,
args=(self.renderer, self.widgets),
kwargs={"update": False},
)
gui_thread.start()
else:
configure_pygui(self.renderer, self.widgets, update=True)
self.camera.model_matrix = self.camera.default_model_matrix
self.interact(shell, keyboard_thread)
def interact(self, shell, keyboard_thread):
event_handler = RerunSceneHandler(self.queue)
file_observer = Observer()
file_observer.schedule(event_handler, config["input_file"], recursive=True)
file_observer.start()
self.quit_interaction = False
keyboard_thread_needs_join = shell.pt_app is not None
assert self.queue.qsize() == 0
last_time = time.time()
while not (self.renderer.window.is_closing or self.quit_interaction):
if not self.queue.empty():
tup = self.queue.get_nowait()
if tup[0].startswith("rerun"):
# Intentionally skip calling join() on the file thread to save time.
if not tup[0].endswith("keyboard"):
if shell.pt_app:
shell.pt_app.app.exit(exception=EOFError)
file_observer.unschedule_all()
raise RerunSceneException
keyboard_thread.join()
kwargs = tup[2]
if "from_animation_number" in kwargs:
config["from_animation_number"] = kwargs[
"from_animation_number"
]
# # TODO: This option only makes sense if interactive_embed() is run at the
# # end of a scene by default.
# if "upto_animation_number" in kwargs:
# config["upto_animation_number"] = kwargs[
# "upto_animation_number"
# ]
keyboard_thread.join()
file_observer.unschedule_all()
raise RerunSceneException
elif tup[0].startswith("exit"):
# Intentionally skip calling join() on the file thread to save time.
if not tup[0].endswith("keyboard") and shell.pt_app:
shell.pt_app.app.exit(exception=EOFError)
keyboard_thread.join()
# Remove exit_keyboard from the queue if necessary.
while self.queue.qsize() > 0:
self.queue.get()
keyboard_thread_needs_join = False
break
else:
method, args, kwargs = tup
getattr(self, method)(*args, **kwargs)
else:
self.renderer.animation_start_time = 0
dt = time.time() - last_time
last_time = time.time()
self.renderer.render(self, dt, self.moving_mobjects)
self.update_mobjects(dt)
self.update_meshes(dt)
self.update_self(dt)
# Join the keyboard thread if necessary.
if shell is not None and keyboard_thread_needs_join:
shell.pt_app.app.exit(exception=EOFError)
keyboard_thread.join()
# Remove exit_keyboard from the queue if necessary.
while self.queue.qsize() > 0:
self.queue.get()
file_observer.stop()
file_observer.join()
if self.dearpygui_imported and config["enable_gui"]:
dpg.stop_dearpygui()
if self.renderer.window.is_closing:
self.renderer.window.destroy()
def embed(self):
if not config["preview"]:
logger.warning("Called embed() while no preview window is available.")
return
if config["write_to_movie"]:
logger.warning("embed() is skipped while writing to a file.")
return
self.renderer.animation_start_time = 0
self.renderer.render(self, -1, self.moving_mobjects)
# Configure IPython shell.
from IPython.terminal.embed import InteractiveShellEmbed
shell = InteractiveShellEmbed()
# Have the frame update after each command
shell.events.register(
"post_run_cell",
lambda *a, **kw: self.renderer.render(self, -1, self.moving_mobjects),
)
# Use the locals of the caller as the local namespace
# once embedded, and add a few custom shortcuts.
local_ns = inspect.currentframe().f_back.f_locals
# local_ns["touch"] = self.interact
for method in (
"play",
"wait",
"add",
"remove",
"interact",
# "clear",
# "save_state",
# "restore",
):
local_ns[method] = getattr(self, method)
shell(local_ns=local_ns, stack_depth=2)
# End scene when exiting an embed.
raise Exception("Exiting scene.")
def update_to_time(self, t):
dt = t - self.last_t
self.last_t = t
for animation in self.animations:
animation.update_mobjects(dt)
alpha = t / animation.run_time
animation.interpolate(alpha)
self.update_mobjects(dt)
self.update_meshes(dt)
self.update_self(dt)
def add_subcaption(
self, content: str, duration: float = 1, offset: float = 0
) -> None:
r"""Adds an entry in the corresponding subcaption file
at the current time stamp.
The current time stamp is obtained from ``Scene.renderer.time``.
Parameters
----------
content
The subcaption content.
duration
The duration (in seconds) for which the subcaption is shown.
offset
This offset (in seconds) is added to the starting time stamp
of the subcaption.
Examples
--------
This example illustrates both possibilities for adding
subcaptions to Manimations::
class SubcaptionExample(Scene):
def construct(self):
square = Square()
circle = Circle()
# first option: via the add_subcaption method
self.add_subcaption("Hello square!", duration=1)
self.play(Create(square))
# second option: within the call to Scene.play
self.play(
Transform(square, circle),
subcaption="The square transforms."
)
"""
subtitle = srt.Subtitle(
index=len(self.renderer.file_writer.subcaptions),
content=content,
start=datetime.timedelta(seconds=float(self.renderer.time + offset)),
end=datetime.timedelta(
seconds=float(self.renderer.time + offset + duration)
),
)
self.renderer.file_writer.subcaptions.append(subtitle)
def add_sound(
self,
sound_file: str,
time_offset: float = 0,
gain: float | None = None,
**kwargs,
):
"""
This method is used to add a sound to the animation.
Parameters
----------
sound_file
The path to the sound file.
time_offset
The offset in the sound file after which
the sound can be played.
gain
Amplification of the sound.
Examples
--------
.. manim:: SoundExample
:no_autoplay:
class SoundExample(Scene):
# Source of sound under Creative Commons 0 License. https://freesound.org/people/Druminfected/sounds/250551/
def construct(self):
dot = Dot().set_color(GREEN)
self.add_sound("click.wav")
self.add(dot)
self.wait()
self.add_sound("click.wav")
dot.set_color(BLUE)
self.wait()
self.add_sound("click.wav")
dot.set_color(RED)
self.wait()
Download the resource for the previous example `here <https://github.com/ManimCommunity/manim/blob/main/docs/source/_static/click.wav>`_ .
"""
if self.renderer.skip_animations:
return
time = self.renderer.time + time_offset
self.renderer.file_writer.add_sound(sound_file, time, gain, **kwargs)
def on_mouse_motion(self, point, d_point):
self.mouse_point.move_to(point)
if SHIFT_VALUE in self.renderer.pressed_keys:
shift = -d_point
shift[0] *= self.camera.get_width() / 2
shift[1] *= self.camera.get_height() / 2
transform = self.camera.inverse_rotation_matrix
shift = np.dot(np.transpose(transform), shift)
self.camera.shift(shift)
def on_mouse_scroll(self, point, offset):
if not config.use_projection_stroke_shaders:
factor = 1 + np.arctan(-2.1 * offset[1])
self.camera.scale(factor, about_point=self.camera_target)
self.mouse_scroll_orbit_controls(point, offset)
def on_key_press(self, symbol, modifiers):
try:
char = chr(symbol)
except OverflowError:
logger.warning("The value of the pressed key is too large.")
return
if char == "r":
self.camera.to_default_state()
self.camera_target = np.array([0, 0, 0], dtype=np.float32)
elif char == "q":
self.quit_interaction = True
else:
if char in self.key_to_function_map:
self.key_to_function_map[char]()
def on_key_release(self, symbol, modifiers):
pass
def on_mouse_drag(self, point, d_point, buttons, modifiers):
self.mouse_drag_point.move_to(point)
if buttons == 1:
self.camera.increment_theta(-d_point[0])
self.camera.increment_phi(d_point[1])
elif buttons == 4:
camera_x_axis = self.camera.model_matrix[:3, 0]
horizontal_shift_vector = -d_point[0] * camera_x_axis
vertical_shift_vector = -d_point[1] * np.cross(OUT, camera_x_axis)
total_shift_vector = horizontal_shift_vector + vertical_shift_vector
self.camera.shift(1.1 * total_shift_vector)
self.mouse_drag_orbit_controls(point, d_point, buttons, modifiers)
def mouse_scroll_orbit_controls(self, point, offset):
camera_to_target = self.camera_target - self.camera.get_position()
camera_to_target *= np.sign(offset[1])
shift_vector = 0.01 * camera_to_target
self.camera.model_matrix = (
opengl.translation_matrix(*shift_vector) @ self.camera.model_matrix
)
def mouse_drag_orbit_controls(self, point, d_point, buttons, modifiers):
# Left click drag.
if buttons == 1:
# Translate to target the origin and rotate around the z axis.
self.camera.model_matrix = (
opengl.rotation_matrix(z=-d_point[0])
@ opengl.translation_matrix(*-self.camera_target)
@ self.camera.model_matrix
)
# Rotation off of the z axis.
camera_position = self.camera.get_position()
camera_y_axis = self.camera.model_matrix[:3, 1]
axis_of_rotation = space_ops.normalize(
np.cross(camera_y_axis, camera_position),
)
rotation_matrix = space_ops.rotation_matrix(
d_point[1],
axis_of_rotation,
homogeneous=True,
)
maximum_polar_angle = self.camera.maximum_polar_angle
minimum_polar_angle = self.camera.minimum_polar_angle
potential_camera_model_matrix = rotation_matrix @ self.camera.model_matrix
potential_camera_location = potential_camera_model_matrix[:3, 3]
potential_camera_y_axis = potential_camera_model_matrix[:3, 1]
sign = (
np.sign(potential_camera_y_axis[2])
if potential_camera_y_axis[2] != 0
else 1
)
potential_polar_angle = sign * np.arccos(
potential_camera_location[2]
/ np.linalg.norm(potential_camera_location),
)
if minimum_polar_angle <= potential_polar_angle <= maximum_polar_angle:
self.camera.model_matrix = potential_camera_model_matrix
else:
sign = np.sign(camera_y_axis[2]) if camera_y_axis[2] != 0 else 1
current_polar_angle = sign * np.arccos(
camera_position[2] / np.linalg.norm(camera_position),
)
if potential_polar_angle > maximum_polar_angle:
polar_angle_delta = maximum_polar_angle - current_polar_angle
else:
polar_angle_delta = minimum_polar_angle - current_polar_angle
rotation_matrix = space_ops.rotation_matrix(
polar_angle_delta,
axis_of_rotation,
homogeneous=True,
)
self.camera.model_matrix = rotation_matrix @ self.camera.model_matrix
# Translate to target the original target.
self.camera.model_matrix = (
opengl.translation_matrix(*self.camera_target)
@ self.camera.model_matrix
)
# Right click drag.
elif buttons == 4:
camera_x_axis = self.camera.model_matrix[:3, 0]
horizontal_shift_vector = -d_point[0] * camera_x_axis
vertical_shift_vector = -d_point[1] * np.cross(OUT, camera_x_axis)
total_shift_vector = horizontal_shift_vector + vertical_shift_vector
self.camera.model_matrix = (
opengl.translation_matrix(*total_shift_vector)
@ self.camera.model_matrix
)
self.camera_target += total_shift_vector
def set_key_function(self, char, func):
self.key_to_function_map[char] = func
def on_mouse_press(self, point, button, modifiers):
for func in self.mouse_press_callbacks:
func()
|
manim_ManimCommunity/manim/scene/moving_camera_scene.py
|
"""A scene whose camera can be moved around.
.. SEEALSO::
:mod:`.moving_camera`
Examples
--------
.. manim:: ChangingCameraWidthAndRestore
class ChangingCameraWidthAndRestore(MovingCameraScene):
def construct(self):
text = Text("Hello World").set_color(BLUE)
self.add(text)
self.camera.frame.save_state()
self.play(self.camera.frame.animate.set(width=text.width * 1.2))
self.wait(0.3)
self.play(Restore(self.camera.frame))
.. manim:: MovingCameraCenter
class MovingCameraCenter(MovingCameraScene):
def construct(self):
s = Square(color=RED, fill_opacity=0.5).move_to(2 * LEFT)
t = Triangle(color=GREEN, fill_opacity=0.5).move_to(2 * RIGHT)
self.wait(0.3)
self.add(s, t)
self.play(self.camera.frame.animate.move_to(s))
self.wait(0.3)
self.play(self.camera.frame.animate.move_to(t))
.. manim:: MovingAndZoomingCamera
class MovingAndZoomingCamera(MovingCameraScene):
def construct(self):
s = Square(color=BLUE, fill_opacity=0.5).move_to(2 * LEFT)
t = Triangle(color=YELLOW, fill_opacity=0.5).move_to(2 * RIGHT)
self.add(s, t)
self.play(self.camera.frame.animate.move_to(s).set(width=s.width*2))
self.wait(0.3)
self.play(self.camera.frame.animate.move_to(t).set(width=t.width*2))
self.play(self.camera.frame.animate.move_to(ORIGIN).set(width=14))
.. manim:: MovingCameraOnGraph
class MovingCameraOnGraph(MovingCameraScene):
def construct(self):
self.camera.frame.save_state()
ax = Axes(x_range=[-1, 10], y_range=[-1, 10])
graph = ax.plot(lambda x: np.sin(x), color=WHITE, x_range=[0, 3 * PI])
dot_1 = Dot(ax.i2gp(graph.t_min, graph))
dot_2 = Dot(ax.i2gp(graph.t_max, graph))
self.add(ax, graph, dot_1, dot_2)
self.play(self.camera.frame.animate.scale(0.5).move_to(dot_1))
self.play(self.camera.frame.animate.move_to(dot_2))
self.play(Restore(self.camera.frame))
self.wait()
"""
from __future__ import annotations
__all__ = ["MovingCameraScene"]
from manim.animation.animation import Animation
from ..camera.moving_camera import MovingCamera
from ..scene.scene import Scene
from ..utils.family import extract_mobject_family_members
from ..utils.iterables import list_update
class MovingCameraScene(Scene):
"""
This is a Scene, with special configurations and properties that
make it suitable for cases where the camera must be moved around.
.. SEEALSO::
:class:`.MovingCamera`
"""
def __init__(self, camera_class=MovingCamera, **kwargs):
super().__init__(camera_class=camera_class, **kwargs)
def get_moving_mobjects(self, *animations: Animation):
"""
This method returns a list of all of the Mobjects in the Scene that
are moving, that are also in the animations passed.
Parameters
----------
*animations
The Animations whose mobjects will be checked.
"""
moving_mobjects = super().get_moving_mobjects(*animations)
all_moving_mobjects = extract_mobject_family_members(moving_mobjects)
movement_indicators = self.renderer.camera.get_mobjects_indicating_movement()
for movement_indicator in movement_indicators:
if movement_indicator in all_moving_mobjects:
# When one of these is moving, the camera should
# consider all mobjects to be moving
return list_update(self.mobjects, moving_mobjects)
return moving_mobjects
|
manim_ManimCommunity/manim/scene/zoomed_scene.py
|
"""A scene supporting zooming in on a specified section.
Examples
--------
.. manim:: UseZoomedScene
class UseZoomedScene(ZoomedScene):
def construct(self):
dot = Dot().set_color(GREEN)
self.add(dot)
self.wait(1)
self.activate_zooming(animate=False)
self.wait(1)
self.play(dot.animate.shift(LEFT))
.. manim:: ChangingZoomScale
class ChangingZoomScale(ZoomedScene):
def __init__(self, **kwargs):
ZoomedScene.__init__(
self,
zoom_factor=0.3,
zoomed_display_height=1,
zoomed_display_width=3,
image_frame_stroke_width=20,
zoomed_camera_config={
"default_frame_stroke_width": 3,
},
**kwargs
)
def construct(self):
dot = Dot().set_color(GREEN)
sq = Circle(fill_opacity=1, radius=0.2).next_to(dot, RIGHT)
self.add(dot, sq)
self.wait(1)
self.activate_zooming(animate=False)
self.wait(1)
self.play(dot.animate.shift(LEFT * 0.3))
self.play(self.zoomed_camera.frame.animate.scale(4))
self.play(self.zoomed_camera.frame.animate.shift(0.5 * DOWN))
"""
from __future__ import annotations
__all__ = ["ZoomedScene"]
from ..animation.transform import ApplyMethod
from ..camera.moving_camera import MovingCamera
from ..camera.multi_camera import MultiCamera
from ..constants import *
from ..mobject.types.image_mobject import ImageMobjectFromCamera
from ..scene.moving_camera_scene import MovingCameraScene
# Note, any scenes from old videos using ZoomedScene will almost certainly
# break, as it was restructured.
class ZoomedScene(MovingCameraScene):
"""
This is a Scene with special configurations made for when
a particular part of the scene must be zoomed in on and displayed
separately.
"""
def __init__(
self,
camera_class=MultiCamera,
zoomed_display_height=3,
zoomed_display_width=3,
zoomed_display_center=None,
zoomed_display_corner=UP + RIGHT,
zoomed_display_corner_buff=DEFAULT_MOBJECT_TO_EDGE_BUFFER,
zoomed_camera_config={
"default_frame_stroke_width": 2,
"background_opacity": 1,
},
zoomed_camera_image_mobject_config={},
zoomed_camera_frame_starting_position=ORIGIN,
zoom_factor=0.15,
image_frame_stroke_width=3,
zoom_activated=False,
**kwargs,
):
self.zoomed_display_height = zoomed_display_height
self.zoomed_display_width = zoomed_display_width
self.zoomed_display_center = zoomed_display_center
self.zoomed_display_corner = zoomed_display_corner
self.zoomed_display_corner_buff = zoomed_display_corner_buff
self.zoomed_camera_config = zoomed_camera_config
self.zoomed_camera_image_mobject_config = zoomed_camera_image_mobject_config
self.zoomed_camera_frame_starting_position = (
zoomed_camera_frame_starting_position
)
self.zoom_factor = zoom_factor
self.image_frame_stroke_width = image_frame_stroke_width
self.zoom_activated = zoom_activated
super().__init__(camera_class=camera_class, **kwargs)
def setup(self):
"""
This method is used internally by Manim to
setup the scene for proper use.
"""
super().setup()
# Initialize camera and display
zoomed_camera = MovingCamera(**self.zoomed_camera_config)
zoomed_display = ImageMobjectFromCamera(
zoomed_camera, **self.zoomed_camera_image_mobject_config
)
zoomed_display.add_display_frame()
for mob in zoomed_camera.frame, zoomed_display:
mob.stretch_to_fit_height(self.zoomed_display_height)
mob.stretch_to_fit_width(self.zoomed_display_width)
zoomed_camera.frame.scale(self.zoom_factor)
# Position camera and display
zoomed_camera.frame.move_to(self.zoomed_camera_frame_starting_position)
if self.zoomed_display_center is not None:
zoomed_display.move_to(self.zoomed_display_center)
else:
zoomed_display.to_corner(
self.zoomed_display_corner,
buff=self.zoomed_display_corner_buff,
)
self.zoomed_camera = zoomed_camera
self.zoomed_display = zoomed_display
def activate_zooming(self, animate: bool = False):
"""
This method is used to activate the zooming for
the zoomed_camera.
Parameters
----------
animate
Whether or not to animate the activation
of the zoomed camera.
"""
self.zoom_activated = True
self.renderer.camera.add_image_mobject_from_camera(self.zoomed_display)
if animate:
self.play(self.get_zoom_in_animation())
self.play(self.get_zoomed_display_pop_out_animation())
self.add_foreground_mobjects(
self.zoomed_camera.frame,
self.zoomed_display,
)
def get_zoom_in_animation(self, run_time: float = 2, **kwargs):
"""
Returns the animation of camera zooming in.
Parameters
----------
run_time
The run_time of the animation of the camera zooming in.
**kwargs
Any valid keyword arguments of ApplyMethod()
Returns
-------
ApplyMethod
The animation of the camera zooming in.
"""
frame = self.zoomed_camera.frame
full_frame_height = self.camera.frame_height
full_frame_width = self.camera.frame_width
frame.save_state()
frame.stretch_to_fit_width(full_frame_width)
frame.stretch_to_fit_height(full_frame_height)
frame.center()
frame.set_stroke(width=0)
return ApplyMethod(frame.restore, run_time=run_time, **kwargs)
def get_zoomed_display_pop_out_animation(self, **kwargs):
"""
This is the animation of the popping out of the
mini-display that shows the content of the zoomed
camera.
Returns
-------
ApplyMethod
The Animation of the Zoomed Display popping out.
"""
display = self.zoomed_display
display.save_state()
display.replace(self.zoomed_camera.frame, stretch=True)
return ApplyMethod(display.restore)
def get_zoom_factor(self):
"""
Returns the Zoom factor of the Zoomed camera.
Defined as the ratio between the height of the
zoomed camera and the height of the zoomed mini
display.
Returns
-------
float
The zoom factor.
"""
return self.zoomed_camera.frame.height / self.zoomed_display.height
|
manim_ManimCommunity/manim/scene/three_d_scene.py
|
"""A scene suitable for rendering three-dimensional objects and animations."""
from __future__ import annotations
__all__ = ["ThreeDScene", "SpecialThreeDScene"]
import warnings
from typing import Iterable, Sequence
import numpy as np
from manim.mobject.geometry.line import Line
from manim.mobject.graphing.coordinate_systems import ThreeDAxes
from manim.mobject.opengl.opengl_mobject import OpenGLMobject
from manim.mobject.three_d.three_dimensions import Sphere
from manim.mobject.value_tracker import ValueTracker
from .. import config
from ..animation.animation import Animation
from ..animation.transform import Transform
from ..camera.three_d_camera import ThreeDCamera
from ..constants import DEGREES, RendererType
from ..mobject.mobject import Mobject
from ..mobject.types.vectorized_mobject import VectorizedPoint, VGroup
from ..renderer.opengl_renderer import OpenGLCamera
from ..scene.scene import Scene
from ..utils.config_ops import merge_dicts_recursively
class ThreeDScene(Scene):
"""
This is a Scene, with special configurations and properties that
make it suitable for Three Dimensional Scenes.
"""
def __init__(
self,
camera_class=ThreeDCamera,
ambient_camera_rotation=None,
default_angled_camera_orientation_kwargs=None,
**kwargs,
):
self.ambient_camera_rotation = ambient_camera_rotation
if default_angled_camera_orientation_kwargs is None:
default_angled_camera_orientation_kwargs = {
"phi": 70 * DEGREES,
"theta": -135 * DEGREES,
}
self.default_angled_camera_orientation_kwargs = (
default_angled_camera_orientation_kwargs
)
super().__init__(camera_class=camera_class, **kwargs)
def set_camera_orientation(
self,
phi: float | None = None,
theta: float | None = None,
gamma: float | None = None,
zoom: float | None = None,
focal_distance: float | None = None,
frame_center: Mobject | Sequence[float] | None = None,
**kwargs,
):
"""
This method sets the orientation of the camera in the scene.
Parameters
----------
phi
The polar angle i.e the angle between Z_AXIS and Camera through ORIGIN in radians.
theta
The azimuthal angle i.e the angle that spins the camera around the Z_AXIS.
focal_distance
The focal_distance of the Camera.
gamma
The rotation of the camera about the vector from the ORIGIN to the Camera.
zoom
The zoom factor of the scene.
frame_center
The new center of the camera frame in cartesian coordinates.
"""
if phi is not None:
self.renderer.camera.set_phi(phi)
if theta is not None:
self.renderer.camera.set_theta(theta)
if focal_distance is not None:
self.renderer.camera.set_focal_distance(focal_distance)
if gamma is not None:
self.renderer.camera.set_gamma(gamma)
if zoom is not None:
self.renderer.camera.set_zoom(zoom)
if frame_center is not None:
self.renderer.camera._frame_center.move_to(frame_center)
def begin_ambient_camera_rotation(self, rate: float = 0.02, about: str = "theta"):
"""
This method begins an ambient rotation of the camera about the Z_AXIS,
in the anticlockwise direction
Parameters
----------
rate
The rate at which the camera should rotate about the Z_AXIS.
Negative rate means clockwise rotation.
about
one of 3 options: ["theta", "phi", "gamma"]. defaults to theta.
"""
# TODO, use a ValueTracker for rate, so that it
# can begin and end smoothly
about: str = about.lower()
try:
if config.renderer == RendererType.CAIRO:
trackers = {
"theta": self.camera.theta_tracker,
"phi": self.camera.phi_tracker,
"gamma": self.camera.gamma_tracker,
}
x: ValueTracker = trackers[about]
x.add_updater(lambda m, dt: x.increment_value(rate * dt))
self.add(x)
elif config.renderer == RendererType.OPENGL:
cam: OpenGLCamera = self.camera
methods = {
"theta": cam.increment_theta,
"phi": cam.increment_phi,
"gamma": cam.increment_gamma,
}
cam.add_updater(lambda m, dt: methods[about](rate * dt))
self.add(self.camera)
except Exception:
raise ValueError("Invalid ambient rotation angle.")
def stop_ambient_camera_rotation(self, about="theta"):
"""
This method stops all ambient camera rotation.
"""
about: str = about.lower()
try:
if config.renderer == RendererType.CAIRO:
trackers = {
"theta": self.camera.theta_tracker,
"phi": self.camera.phi_tracker,
"gamma": self.camera.gamma_tracker,
}
x: ValueTracker = trackers[about]
x.clear_updaters()
self.remove(x)
elif config.renderer == RendererType.OPENGL:
self.camera.clear_updaters()
except Exception:
raise ValueError("Invalid ambient rotation angle.")
def begin_3dillusion_camera_rotation(
self,
rate: float = 1,
origin_phi: float | None = None,
origin_theta: float | None = None,
):
"""
This method creates a 3D camera rotation illusion around
the current camera orientation.
Parameters
----------
rate
The rate at which the camera rotation illusion should operate.
origin_phi
The polar angle the camera should move around. Defaults
to the current phi angle.
origin_theta
The azimutal angle the camera should move around. Defaults
to the current theta angle.
"""
if origin_theta is None:
origin_theta = self.renderer.camera.theta_tracker.get_value()
if origin_phi is None:
origin_phi = self.renderer.camera.phi_tracker.get_value()
val_tracker_theta = ValueTracker(0)
def update_theta(m, dt):
val_tracker_theta.increment_value(dt * rate)
val_for_left_right = 0.2 * np.sin(val_tracker_theta.get_value())
return m.set_value(origin_theta + val_for_left_right)
self.renderer.camera.theta_tracker.add_updater(update_theta)
self.add(self.renderer.camera.theta_tracker)
val_tracker_phi = ValueTracker(0)
def update_phi(m, dt):
val_tracker_phi.increment_value(dt * rate)
val_for_up_down = 0.1 * np.cos(val_tracker_phi.get_value()) - 0.1
return m.set_value(origin_phi + val_for_up_down)
self.renderer.camera.phi_tracker.add_updater(update_phi)
self.add(self.renderer.camera.phi_tracker)
def stop_3dillusion_camera_rotation(self):
"""
This method stops all illusion camera rotations.
"""
self.renderer.camera.theta_tracker.clear_updaters()
self.remove(self.renderer.camera.theta_tracker)
self.renderer.camera.phi_tracker.clear_updaters()
self.remove(self.renderer.camera.phi_tracker)
def move_camera(
self,
phi: float | None = None,
theta: float | None = None,
gamma: float | None = None,
zoom: float | None = None,
focal_distance: float | None = None,
frame_center: Mobject | Sequence[float] | None = None,
added_anims: Iterable[Animation] = [],
**kwargs,
):
"""
This method animates the movement of the camera
to the given spherical coordinates.
Parameters
----------
phi
The polar angle i.e the angle between Z_AXIS and Camera through ORIGIN in radians.
theta
The azimuthal angle i.e the angle that spins the camera around the Z_AXIS.
focal_distance
The radial focal_distance between ORIGIN and Camera.
gamma
The rotation of the camera about the vector from the ORIGIN to the Camera.
zoom
The zoom factor of the camera.
frame_center
The new center of the camera frame in cartesian coordinates.
added_anims
Any other animations to be played at the same time.
"""
anims = []
if config.renderer == RendererType.CAIRO:
self.camera: ThreeDCamera
value_tracker_pairs = [
(phi, self.camera.phi_tracker),
(theta, self.camera.theta_tracker),
(focal_distance, self.camera.focal_distance_tracker),
(gamma, self.camera.gamma_tracker),
(zoom, self.camera.zoom_tracker),
]
for value, tracker in value_tracker_pairs:
if value is not None:
anims.append(tracker.animate.set_value(value))
if frame_center is not None:
anims.append(self.camera._frame_center.animate.move_to(frame_center))
elif config.renderer == RendererType.OPENGL:
cam: OpenGLCamera = self.camera
cam2 = cam.copy()
methods = {
"theta": cam2.set_theta,
"phi": cam2.set_phi,
"gamma": cam2.set_gamma,
"zoom": cam2.scale,
"frame_center": cam2.move_to,
}
if frame_center is not None:
if isinstance(frame_center, OpenGLMobject):
frame_center = frame_center.get_center()
frame_center = list(frame_center)
for value, method in [
[theta, "theta"],
[phi, "phi"],
[gamma, "gamma"],
[
config.frame_height / (zoom * cam.height)
if zoom is not None
else None,
"zoom",
],
[frame_center, "frame_center"],
]:
if value is not None:
methods[method](value)
if focal_distance is not None:
warnings.warn(
"focal distance of OpenGLCamera can not be adjusted.",
stacklevel=2,
)
anims += [Transform(cam, cam2)]
self.play(*anims + added_anims, **kwargs)
# These lines are added to improve performance. If manim thinks that frame_center is moving,
# it is required to redraw every object. These lines remove frame_center from the Scene once
# its animation is done, ensuring that manim does not think that it is moving. Since the
# frame_center is never actually drawn, this shouldn't break anything.
if frame_center is not None and config.renderer == RendererType.CAIRO:
self.remove(self.camera._frame_center)
def get_moving_mobjects(self, *animations: Animation):
"""
This method returns a list of all of the Mobjects in the Scene that
are moving, that are also in the animations passed.
Parameters
----------
*animations
The animations whose mobjects will be checked.
"""
moving_mobjects = super().get_moving_mobjects(*animations)
camera_mobjects = self.renderer.camera.get_value_trackers() + [
self.renderer.camera._frame_center,
]
if any(cm in moving_mobjects for cm in camera_mobjects):
return self.mobjects
return moving_mobjects
def add_fixed_orientation_mobjects(self, *mobjects: Mobject, **kwargs):
"""
This method is used to prevent the rotation and tilting
of mobjects as the camera moves around. The mobject can
still move in the x,y,z directions, but will always be
at the angle (relative to the camera) that it was at
when it was passed through this method.)
Parameters
----------
*mobjects
The Mobject(s) whose orientation must be fixed.
**kwargs
Some valid kwargs are
use_static_center_func : bool
center_func : function
"""
if config.renderer == RendererType.CAIRO:
self.add(*mobjects)
self.renderer.camera.add_fixed_orientation_mobjects(*mobjects, **kwargs)
elif config.renderer == RendererType.OPENGL:
for mob in mobjects:
mob: OpenGLMobject
mob.fix_orientation()
self.add(mob)
def add_fixed_in_frame_mobjects(self, *mobjects: Mobject):
"""
This method is used to prevent the rotation and movement
of mobjects as the camera moves around. The mobject is
essentially overlaid, and is not impacted by the camera's
movement in any way.
Parameters
----------
*mobjects
The Mobjects whose orientation must be fixed.
"""
if config.renderer == RendererType.CAIRO:
self.add(*mobjects)
self.camera: ThreeDCamera
self.camera.add_fixed_in_frame_mobjects(*mobjects)
elif config.renderer == RendererType.OPENGL:
for mob in mobjects:
mob: OpenGLMobject
mob.fix_in_frame()
self.add(mob)
def remove_fixed_orientation_mobjects(self, *mobjects: Mobject):
"""
This method "unfixes" the orientation of the mobjects
passed, meaning they will no longer be at the same angle
relative to the camera. This only makes sense if the
mobject was passed through add_fixed_orientation_mobjects first.
Parameters
----------
*mobjects
The Mobjects whose orientation must be unfixed.
"""
if config.renderer == RendererType.CAIRO:
self.renderer.camera.remove_fixed_orientation_mobjects(*mobjects)
elif config.renderer == RendererType.OPENGL:
for mob in mobjects:
mob: OpenGLMobject
mob.unfix_orientation()
self.remove(mob)
def remove_fixed_in_frame_mobjects(self, *mobjects: Mobject):
"""
This method undoes what add_fixed_in_frame_mobjects does.
It allows the mobject to be affected by the movement of
the camera.
Parameters
----------
*mobjects
The Mobjects whose position and orientation must be unfixed.
"""
if config.renderer == RendererType.CAIRO:
self.renderer.camera.remove_fixed_in_frame_mobjects(*mobjects)
elif config.renderer == RendererType.OPENGL:
for mob in mobjects:
mob: OpenGLMobject
mob.unfix_from_frame()
self.remove(mob)
##
def set_to_default_angled_camera_orientation(self, **kwargs):
"""
This method sets the default_angled_camera_orientation to the
keyword arguments passed, and sets the camera to that orientation.
Parameters
----------
**kwargs
Some recognised kwargs are phi, theta, focal_distance, gamma,
which have the same meaning as the parameters in set_camera_orientation.
"""
config = dict(
self.default_camera_orientation_kwargs,
) # Where doe this come from?
config.update(kwargs)
self.set_camera_orientation(**config)
class SpecialThreeDScene(ThreeDScene):
"""An extension of :class:`ThreeDScene` with more settings.
It has some extra configuration for axes, spheres,
and an override for low quality rendering. Further key differences
are:
* The camera shades applicable 3DMobjects by default,
except if rendering in low quality.
* Some default params for Spheres and Axes have been added.
"""
def __init__(
self,
cut_axes_at_radius=True,
camera_config={"should_apply_shading": True, "exponential_projection": True},
three_d_axes_config={
"num_axis_pieces": 1,
"axis_config": {
"unit_size": 2,
"tick_frequency": 1,
"numbers_with_elongated_ticks": [0, 1, 2],
"stroke_width": 2,
},
},
sphere_config={"radius": 2, "resolution": (24, 48)},
default_angled_camera_position={
"phi": 70 * DEGREES,
"theta": -110 * DEGREES,
},
# When scene is extracted with -l flag, this
# configuration will override the above configuration.
low_quality_config={
"camera_config": {"should_apply_shading": False},
"three_d_axes_config": {"num_axis_pieces": 1},
"sphere_config": {"resolution": (12, 24)},
},
**kwargs,
):
self.cut_axes_at_radius = cut_axes_at_radius
self.camera_config = camera_config
self.three_d_axes_config = three_d_axes_config
self.sphere_config = sphere_config
self.default_angled_camera_position = default_angled_camera_position
self.low_quality_config = low_quality_config
if self.renderer.camera_config["pixel_width"] == config["pixel_width"]:
_config = {}
else:
_config = self.low_quality_config
_config = merge_dicts_recursively(_config, kwargs)
super().__init__(**_config)
def get_axes(self):
"""Return a set of 3D axes.
Returns
-------
:class:`.ThreeDAxes`
A set of 3D axes.
"""
axes = ThreeDAxes(**self.three_d_axes_config)
for axis in axes:
if self.cut_axes_at_radius:
p0 = axis.get_start()
p1 = axis.number_to_point(-1)
p2 = axis.number_to_point(1)
p3 = axis.get_end()
new_pieces = VGroup(Line(p0, p1), Line(p1, p2), Line(p2, p3))
for piece in new_pieces:
piece.shade_in_3d = True
new_pieces.match_style(axis.pieces)
axis.pieces.submobjects = new_pieces.submobjects
for tick in axis.tick_marks:
tick.add(VectorizedPoint(1.5 * tick.get_center()))
return axes
def get_sphere(self, **kwargs):
"""
Returns a sphere with the passed keyword arguments as properties.
Parameters
----------
**kwargs
Any valid parameter of :class:`~.Sphere` or :class:`~.Surface`.
Returns
-------
:class:`~.Sphere`
The sphere object.
"""
config = merge_dicts_recursively(self.sphere_config, kwargs)
return Sphere(**config)
def get_default_camera_position(self):
"""
Returns the default_angled_camera position.
Returns
-------
dict
Dictionary of phi, theta, focal_distance, and gamma.
"""
return self.default_angled_camera_position
def set_camera_to_default_position(self):
"""
Sets the camera to its default position.
"""
self.set_camera_orientation(**self.default_angled_camera_position)
|
manim_ManimCommunity/manim/scene/scene_file_writer.py
|
"""The interface between scenes and ffmpeg."""
from __future__ import annotations
__all__ = ["SceneFileWriter"]
import json
import os
import shutil
import subprocess
from pathlib import Path
from typing import TYPE_CHECKING, Any
import numpy as np
import srt
from PIL import Image
from pydub import AudioSegment
from manim import __version__
from .. import config, logger
from .._config.logger_utils import set_file_logger
from ..constants import RendererType
from ..utils.file_ops import (
add_extension_if_not_present,
add_version_before_extension,
ensure_executable,
guarantee_existence,
is_gif_format,
is_png_format,
is_webm_format,
modify_atime,
write_to_movie,
)
from ..utils.sounds import get_full_sound_file_path
from .section import DefaultSectionType, Section
if TYPE_CHECKING:
from manim.renderer.opengl_renderer import OpenGLRenderer
class SceneFileWriter:
"""
SceneFileWriter is the object that actually writes the animations
played, into video files, using FFMPEG.
This is mostly for Manim's internal use. You will rarely, if ever,
have to use the methods for this class, unless tinkering with the very
fabric of Manim's reality.
Attributes
----------
sections : list of :class:`.Section`
used to segment scene
sections_output_dir : :class:`pathlib.Path`
where are section videos stored
output_name : str
name of movie without extension and basis for section video names
Some useful attributes are:
"write_to_movie" (bool=False)
Whether or not to write the animations into a video file.
"movie_file_extension" (str=".mp4")
The file-type extension of the outputted video.
"partial_movie_files"
List of all the partial-movie files.
"""
force_output_as_scene_name = False
def __init__(self, renderer, scene_name, **kwargs):
self.renderer = renderer
self.init_output_directories(scene_name)
self.init_audio()
self.frame_count = 0
self.partial_movie_files: list[str] = []
self.subcaptions: list[srt.Subtitle] = []
self.sections: list[Section] = []
# first section gets automatically created for convenience
# if you need the first section to be skipped, add a first section by hand, it will replace this one
self.next_section(
name="autocreated", type=DefaultSectionType.NORMAL, skip_animations=False
)
# fail fast if ffmpeg is not found
if not ensure_executable(Path(config.ffmpeg_executable)):
raise RuntimeError(
"Manim could not find ffmpeg, which is required for generating video output.\n"
"For installing ffmpeg please consult https://docs.manim.community/en/stable/installation.html\n"
"Make sure to either add ffmpeg to the PATH environment variable\n"
"or set path to the ffmpeg executable under the ffmpeg header in Manim's configuration."
)
def init_output_directories(self, scene_name):
"""Initialise output directories.
Notes
-----
The directories are read from ``config``, for example
``config['media_dir']``. If the target directories don't already
exist, they will be created.
"""
if config["dry_run"]: # in dry-run mode there is no output
return
if config["input_file"]:
module_name = config.get_dir("input_file").stem
else:
module_name = ""
if SceneFileWriter.force_output_as_scene_name:
self.output_name = Path(scene_name)
elif config["output_file"] and not config["write_all"]:
self.output_name = config.get_dir("output_file")
else:
self.output_name = Path(scene_name)
if config["media_dir"]:
image_dir = guarantee_existence(
config.get_dir(
"images_dir", module_name=module_name, scene_name=scene_name
),
)
self.image_file_path = image_dir / add_extension_if_not_present(
self.output_name, ".png"
)
if write_to_movie():
movie_dir = guarantee_existence(
config.get_dir(
"video_dir", module_name=module_name, scene_name=scene_name
),
)
self.movie_file_path = movie_dir / add_extension_if_not_present(
self.output_name, config["movie_file_extension"]
)
# TODO: /dev/null would be good in case sections_output_dir is used without bein set (doesn't work on Windows), everyone likes defensive programming, right?
self.sections_output_dir = Path("")
if config.save_sections:
self.sections_output_dir = guarantee_existence(
config.get_dir(
"sections_dir", module_name=module_name, scene_name=scene_name
)
)
if is_gif_format():
self.gif_file_path = add_extension_if_not_present(
self.output_name, ".gif"
)
if not config["output_file"]:
self.gif_file_path = add_version_before_extension(
self.gif_file_path
)
self.gif_file_path = movie_dir / self.gif_file_path
self.partial_movie_directory = guarantee_existence(
config.get_dir(
"partial_movie_dir",
scene_name=scene_name,
module_name=module_name,
),
)
if config["log_to_file"]:
log_dir = guarantee_existence(config.get_dir("log_dir"))
set_file_logger(
scene_name=scene_name, module_name=module_name, log_dir=log_dir
)
def finish_last_section(self) -> None:
"""Delete current section if it is empty."""
if len(self.sections) and self.sections[-1].is_empty():
self.sections.pop()
def next_section(self, name: str, type: str, skip_animations: bool) -> None:
"""Create segmentation cut here."""
self.finish_last_section()
# images don't support sections
section_video: str | None = None
# don't save when None
if (
not config.dry_run
and write_to_movie()
and config.save_sections
and not skip_animations
):
# relative to index file
section_video = f"{self.output_name}_{len(self.sections):04}_{name}{config.movie_file_extension}"
self.sections.append(
Section(
type,
section_video,
name,
skip_animations,
),
)
def add_partial_movie_file(self, hash_animation: str):
"""Adds a new partial movie file path to `scene.partial_movie_files` and current section from a hash.
This method will compute the path from the hash. In addition to that it adds the new animation to the current section.
Parameters
----------
hash_animation
Hash of the animation.
"""
if not hasattr(self, "partial_movie_directory") or not write_to_movie():
return
# None has to be added to partial_movie_files to keep the right index with scene.num_plays.
# i.e if an animation is skipped, scene.num_plays is still incremented and we add an element to partial_movie_file be even with num_plays.
if hash_animation is None:
self.partial_movie_files.append(None)
self.sections[-1].partial_movie_files.append(None)
else:
new_partial_movie_file = str(
self.partial_movie_directory
/ f"{hash_animation}{config['movie_file_extension']}"
)
self.partial_movie_files.append(new_partial_movie_file)
self.sections[-1].partial_movie_files.append(new_partial_movie_file)
def get_resolution_directory(self):
"""Get the name of the resolution directory directly containing
the video file.
This method gets the name of the directory that immediately contains the
video file. This name is ``<height_in_pixels_of_video>p<frame_rate>``.
For example, if you are rendering an 854x480 px animation at 15fps,
the name of the directory that immediately contains the video, file
will be ``480p15``.
The file structure should look something like::
MEDIA_DIR
|--Tex
|--texts
|--videos
|--<name_of_file_containing_scene>
|--<height_in_pixels_of_video>p<frame_rate>
|--<scene_name>.mp4
Returns
-------
:class:`str`
The name of the directory.
"""
pixel_height = config["pixel_height"]
frame_rate = config["frame_rate"]
return f"{pixel_height}p{frame_rate}"
# Sound
def init_audio(self):
"""
Preps the writer for adding audio to the movie.
"""
self.includes_sound = False
def create_audio_segment(self):
"""
Creates an empty, silent, Audio Segment.
"""
self.audio_segment = AudioSegment.silent()
def add_audio_segment(
self,
new_segment: AudioSegment,
time: float | None = None,
gain_to_background: float | None = None,
):
"""
This method adds an audio segment from an
AudioSegment type object and suitable parameters.
Parameters
----------
new_segment
The audio segment to add
time
the timestamp at which the
sound should be added.
gain_to_background
The gain of the segment from the background.
"""
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 ValueError("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,
**kwargs,
):
"""
This method adds an audio segment from a sound file.
Parameters
----------
sound_file
The path to the sound file.
time
The timestamp at which the audio should be added.
gain
The gain of the given audio segment.
**kwargs
This method uses add_audio_segment, so any keyword arguments
used there can be referenced here.
"""
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, **kwargs)
# Writers
def begin_animation(self, allow_write: bool = False, file_path=None):
"""
Used internally by manim to stream the animation to FFMPEG for
displaying or writing to a file.
Parameters
----------
allow_write
Whether or not to write to a video file.
"""
if write_to_movie() and allow_write:
self.open_movie_pipe(file_path=file_path)
def end_animation(self, allow_write: bool = False):
"""
Internally used by Manim to stop streaming to
FFMPEG gracefully.
Parameters
----------
allow_write
Whether or not to write to a video file.
"""
if write_to_movie() and allow_write:
self.close_movie_pipe()
def write_frame(self, frame_or_renderer: np.ndarray | OpenGLRenderer):
"""
Used internally by Manim to write a frame to
the FFMPEG input buffer.
Parameters
----------
frame_or_renderer
Pixel array of the frame.
"""
if config.renderer == RendererType.OPENGL:
self.write_opengl_frame(frame_or_renderer)
elif config.renderer == RendererType.CAIRO:
frame = frame_or_renderer
if write_to_movie():
self.writing_process.stdin.write(frame.tobytes())
if is_png_format() and not config["dry_run"]:
self.output_image_from_array(frame)
def write_opengl_frame(self, renderer: OpenGLRenderer):
if write_to_movie():
self.writing_process.stdin.write(
renderer.get_raw_frame_buffer_object_data(),
)
elif is_png_format() and not config["dry_run"]:
target_dir = self.image_file_path.parent / self.image_file_path.stem
extension = self.image_file_path.suffix
self.output_image(
renderer.get_image(),
target_dir,
extension,
config["zero_pad"],
)
def output_image_from_array(self, frame_data):
target_dir = self.image_file_path.parent / self.image_file_path.stem
extension = self.image_file_path.suffix
self.output_image(
Image.fromarray(frame_data),
target_dir,
extension,
config["zero_pad"],
)
def output_image(self, image: Image.Image, target_dir, ext, zero_pad: bool):
if zero_pad:
image.save(f"{target_dir}{str(self.frame_count).zfill(zero_pad)}{ext}")
else:
image.save(f"{target_dir}{self.frame_count}{ext}")
self.frame_count += 1
def save_final_image(self, image: np.ndarray):
"""
The name is a misnomer. This method saves the image
passed to it as an in the default image directory.
Parameters
----------
image
The pixel array of the image to save.
"""
if config["dry_run"]:
return
if not config["output_file"]:
self.image_file_path = add_version_before_extension(self.image_file_path)
image.save(self.image_file_path)
self.print_file_ready_message(self.image_file_path)
def finish(self):
"""
Finishes writing to the FFMPEG buffer or writing images
to output directory.
Combines the partial movie files into the
whole scene.
If save_last_frame is True, saves the last
frame in the default image directory.
"""
if write_to_movie():
if hasattr(self, "writing_process"):
self.writing_process.terminate()
self.combine_to_movie()
if config.save_sections:
self.combine_to_section_videos()
if config["flush_cache"]:
self.flush_cache_directory()
else:
self.clean_cache()
elif is_png_format() and not config["dry_run"]:
target_dir = self.image_file_path.parent / self.image_file_path.stem
logger.info("\n%i images ready at %s\n", self.frame_count, str(target_dir))
if self.subcaptions:
self.write_subcaption_file()
def open_movie_pipe(self, file_path=None):
"""
Used internally by Manim to initialise
FFMPEG and begin writing to FFMPEG's input
buffer.
"""
if file_path is None:
file_path = self.partial_movie_files[self.renderer.num_plays]
self.partial_movie_file_path = file_path
fps = config["frame_rate"]
if fps == int(fps): # fps is integer
fps = int(fps)
if config.renderer == RendererType.OPENGL:
width, height = self.renderer.get_pixel_shape()
else:
height = config["pixel_height"]
width = config["pixel_width"]
command = [
config.ffmpeg_executable,
"-y", # overwrite output file if it exists
"-f",
"rawvideo",
"-s",
"%dx%d" % (width, height), # size of one frame
"-pix_fmt",
"rgba",
"-r",
str(fps), # frames per second
"-i",
"-", # The input comes from a pipe
"-an", # Tells FFMPEG not to expect any audio
"-loglevel",
config["ffmpeg_loglevel"].lower(),
"-metadata",
f"comment=Rendered with Manim Community v{__version__}",
]
if config.renderer == RendererType.OPENGL:
command += ["-vf", "vflip"]
if is_webm_format():
command += ["-vcodec", "libvpx-vp9", "-auto-alt-ref", "0"]
# .mov format
elif config["transparent"]:
command += ["-vcodec", "qtrle"]
else:
command += ["-vcodec", "libx264", "-pix_fmt", "yuv420p"]
command += [file_path]
self.writing_process = subprocess.Popen(command, stdin=subprocess.PIPE)
def close_movie_pipe(self):
"""
Used internally by Manim to gracefully stop writing to FFMPEG's input buffer
"""
self.writing_process.stdin.close()
self.writing_process.wait()
logger.info(
f"Animation {self.renderer.num_plays} : Partial movie file written in %(path)s",
{"path": f"'{self.partial_movie_file_path}'"},
)
def is_already_cached(self, hash_invocation: str):
"""Will check if a file named with `hash_invocation` exists.
Parameters
----------
hash_invocation
The hash corresponding to an invocation to either `scene.play` or `scene.wait`.
Returns
-------
:class:`bool`
Whether the file exists.
"""
if not hasattr(self, "partial_movie_directory") or not write_to_movie():
return False
path = (
self.partial_movie_directory
/ f"{hash_invocation}{config['movie_file_extension']}"
)
return path.exists()
def combine_files(
self,
input_files: list[str],
output_file: Path,
create_gif=False,
includes_sound=False,
):
file_list = self.partial_movie_directory / "partial_movie_file_list.txt"
logger.debug(
f"Partial movie files to combine ({len(input_files)} files): %(p)s",
{"p": input_files[:5]},
)
with file_list.open("w", encoding="utf-8") as fp:
fp.write("# This file is used internally by FFMPEG.\n")
for pf_path in input_files:
pf_path = Path(pf_path).as_posix()
fp.write(f"file 'file:{pf_path}'\n")
commands = [
config.ffmpeg_executable,
"-y", # overwrite output file if it exists
"-f",
"concat",
"-safe",
"0",
"-i",
str(file_list),
"-loglevel",
config.ffmpeg_loglevel.lower(),
"-metadata",
f"comment=Rendered with Manim Community v{__version__}",
"-nostdin",
]
if create_gif:
commands += [
"-vf",
f"fps={np.clip(config['frame_rate'], 1, 50)},split[s0][s1];[s0]palettegen=stats_mode=diff[p];[s1][p]paletteuse=dither=bayer:bayer_scale=5:diff_mode=rectangle",
]
else:
commands += ["-c", "copy"]
if not includes_sound:
commands += ["-an"]
commands += [str(output_file)]
combine_process = subprocess.Popen(commands)
combine_process.wait()
def combine_to_movie(self):
"""Used internally by Manim to combine the separate
partial movie files that make up a Scene into a single
video file for that Scene.
"""
partial_movie_files = [el for el in self.partial_movie_files if el is not None]
# NOTE: Here we should do a check and raise an exception if partial
# movie file is empty. We can't, as a lot of stuff (in particular, in
# tests) use scene initialization, and this error would be raised as
# it's just an empty scene initialized.
# determine output path
movie_file_path = self.movie_file_path
if is_gif_format():
movie_file_path = self.gif_file_path
logger.info("Combining to Movie file.")
self.combine_files(
partial_movie_files,
movie_file_path,
is_gif_format(),
self.includes_sound,
)
# handle sound
if self.includes_sound:
sound_file_path = movie_file_path.with_suffix(".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 = movie_file_path.with_name(
f"{movie_file_path.stem}_temp{movie_file_path.suffix}"
)
commands = [
config.ffmpeg_executable,
"-i",
str(movie_file_path),
"-i",
str(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",
config.ffmpeg_loglevel.lower(),
"-metadata",
f"comment=Rendered with Manim Community v{__version__}",
# "-shortest",
str(temp_file_path),
]
subprocess.call(commands)
shutil.move(str(temp_file_path), str(movie_file_path))
sound_file_path.unlink()
self.print_file_ready_message(str(movie_file_path))
if write_to_movie():
for file_path in partial_movie_files:
# We have to modify the accessed time so if we have to clean the cache we remove the one used the longest.
modify_atime(file_path)
def combine_to_section_videos(self) -> None:
"""Concatenate partial movie files for each section."""
self.finish_last_section()
sections_index: list[dict[str, Any]] = []
for section in self.sections:
# only if section does want to be saved
if section.video is not None:
logger.info(f"Combining partial files for section '{section.name}'")
self.combine_files(
section.get_clean_partial_movie_files(),
self.sections_output_dir / section.video,
)
sections_index.append(section.get_dict(self.sections_output_dir))
with (self.sections_output_dir / f"{self.output_name}.json").open("w") as file:
json.dump(sections_index, file, indent=4)
def clean_cache(self):
"""Will clean the cache by removing the oldest partial_movie_files."""
cached_partial_movies = [
(self.partial_movie_directory / file_name)
for file_name in self.partial_movie_directory.iterdir()
if file_name != "partial_movie_file_list.txt"
]
if len(cached_partial_movies) > config["max_files_cached"]:
number_files_to_delete = (
len(cached_partial_movies) - config["max_files_cached"]
)
oldest_files_to_delete = sorted(
cached_partial_movies,
key=lambda path: path.stat().st_atime,
)[:number_files_to_delete]
for file_to_delete in oldest_files_to_delete:
file_to_delete.unlink()
logger.info(
f"The partial movie directory is full (> {config['max_files_cached']} files). Therefore, manim has removed the {number_files_to_delete} oldest file(s)."
" You can change this behaviour by changing max_files_cached in config.",
)
def flush_cache_directory(self):
"""Delete all the cached partial movie files"""
cached_partial_movies = [
self.partial_movie_directory / file_name
for file_name in self.partial_movie_directory.iterdir()
if file_name != "partial_movie_file_list.txt"
]
for f in cached_partial_movies:
f.unlink()
logger.info(
f"Cache flushed. {len(cached_partial_movies)} file(s) deleted in %(par_dir)s.",
{"par_dir": self.partial_movie_directory},
)
def write_subcaption_file(self):
"""Writes the subcaption file."""
if config.output_file is None:
return
subcaption_file = Path(config.output_file).with_suffix(".srt")
subcaption_file.write_text(srt.compose(self.subcaptions), encoding="utf-8")
logger.info(f"Subcaption file has been written as {subcaption_file}")
def print_file_ready_message(self, file_path):
"""Prints the "File Ready" message to STDOUT."""
config["output_file"] = file_path
logger.info("\nFile ready at %(file_path)s\n", {"file_path": f"'{file_path}'"})
|
manim_ManimCommunity/manim/scene/vector_space_scene.py
|
"""A scene suitable for vector spaces."""
from __future__ import annotations
__all__ = ["VectorScene", "LinearTransformationScene"]
from typing import Callable
import numpy as np
from manim.mobject.geometry.arc import Dot
from manim.mobject.geometry.line import Arrow, Line, Vector
from manim.mobject.geometry.polygram import Rectangle
from manim.mobject.graphing.coordinate_systems import Axes, NumberPlane
from manim.mobject.opengl.opengl_mobject import OpenGLMobject
from manim.mobject.text.tex_mobject import MathTex, Tex
from manim.utils.config_ops import update_dict_recursively
from .. import config
from ..animation.animation import Animation
from ..animation.creation import Create, Write
from ..animation.fading import FadeOut
from ..animation.growing import GrowArrow
from ..animation.transform import ApplyFunction, ApplyPointwiseFunction, Transform
from ..constants import *
from ..mobject.matrix import Matrix
from ..mobject.mobject import Mobject
from ..mobject.types.vectorized_mobject import VGroup, VMobject
from ..scene.scene import Scene
from ..utils.color import (
BLACK,
BLUE_D,
GREEN_C,
GREY,
RED_C,
WHITE,
YELLOW,
ManimColor,
ParsableManimColor,
)
from ..utils.rate_functions import rush_from, rush_into
from ..utils.space_ops import angle_of_vector
X_COLOR = GREEN_C
Y_COLOR = RED_C
Z_COLOR = BLUE_D
# TODO: Much of this scene type seems dependent on the coordinate system chosen.
# That is, being centered at the origin with grid units corresponding to the
# arbitrary space units. Change it!
#
# Also, methods I would have thought of as getters, like coords_to_vector, are
# actually doing a lot of animating.
class VectorScene(Scene):
def __init__(self, basis_vector_stroke_width=6, **kwargs):
super().__init__(**kwargs)
self.basis_vector_stroke_width = basis_vector_stroke_width
def add_plane(self, animate: bool = False, **kwargs):
"""
Adds a NumberPlane object to the background.
Parameters
----------
animate
Whether or not to animate the addition of the plane via Create.
**kwargs
Any valid keyword arguments accepted by NumberPlane.
Returns
-------
NumberPlane
The NumberPlane object.
"""
plane = NumberPlane(**kwargs)
if animate:
self.play(Create(plane, lag_ratio=0.5))
self.add(plane)
return plane
def add_axes(self, animate: bool = False, color: bool = WHITE, **kwargs):
"""
Adds a pair of Axes to the Scene.
Parameters
----------
animate
Whether or not to animate the addition of the axes through Create.
color
The color of the axes. Defaults to WHITE.
"""
axes = Axes(color=color, axis_config={"unit_size": 1})
if animate:
self.play(Create(axes))
self.add(axes)
return axes
def lock_in_faded_grid(self, dimness: float = 0.7, axes_dimness: float = 0.5):
"""
This method freezes the NumberPlane and Axes that were already
in the background, and adds new, manipulatable ones to the foreground.
Parameters
----------
dimness
The required dimness of the NumberPlane
axes_dimness
The required dimness of the Axes.
"""
plane = self.add_plane()
axes = plane.get_axes()
plane.fade(dimness)
axes.set_color(WHITE)
axes.fade(axes_dimness)
self.add(axes)
self.renderer.update_frame()
self.renderer.camera = Camera(self.renderer.get_frame())
self.clear()
def get_vector(self, numerical_vector: np.ndarray | list | tuple, **kwargs):
"""
Returns an arrow on the Plane given an input numerical vector.
Parameters
----------
numerical_vector
The Vector to plot.
**kwargs
Any valid keyword argument of Arrow.
Returns
-------
Arrow
The Arrow representing the Vector.
"""
return Arrow(
self.plane.coords_to_point(0, 0),
self.plane.coords_to_point(*numerical_vector[:2]),
buff=0,
**kwargs,
)
def add_vector(
self,
vector: Arrow | list | tuple | np.ndarray,
color: str = YELLOW,
animate: bool = True,
**kwargs,
):
"""
Returns the Vector after adding it to the Plane.
Parameters
----------
vector
It can be a pre-made graphical vector, or the
coordinates of one.
color
The string of the hex color of the vector.
This is only taken into consideration if
'vector' is not an Arrow. Defaults to YELLOW.
animate
Whether or not to animate the addition of the vector
by using GrowArrow
**kwargs
Any valid keyword argument of Arrow.
These are only considered if vector is not
an Arrow.
Returns
-------
Arrow
The arrow representing the vector.
"""
if not isinstance(vector, Arrow):
vector = Vector(vector, color=color, **kwargs)
if animate:
self.play(GrowArrow(vector))
self.add(vector)
return vector
def write_vector_coordinates(self, vector: Arrow, **kwargs):
"""
Returns a column matrix indicating the vector coordinates,
after writing them to the screen.
Parameters
----------
vector
The arrow representing the vector.
**kwargs
Any valid keyword arguments of :meth:`~.Vector.coordinate_label`:
Returns
-------
:class:`.Matrix`
The column matrix representing the vector.
"""
coords = vector.coordinate_label(**kwargs)
self.play(Write(coords))
return coords
def get_basis_vectors(self, i_hat_color: str = X_COLOR, j_hat_color: str = Y_COLOR):
"""
Returns a VGroup of the Basis Vectors (1,0) and (0,1)
Parameters
----------
i_hat_color
The hex colour to use for the basis vector in the x direction
j_hat_color
The hex colour to use for the basis vector in the y direction
Returns
-------
VGroup
VGroup of the Vector Mobjects representing the basis vectors.
"""
return VGroup(
*(
Vector(vect, color=color, stroke_width=self.basis_vector_stroke_width)
for vect, color in [([1, 0], i_hat_color), ([0, 1], j_hat_color)]
)
)
def get_basis_vector_labels(self, **kwargs):
"""
Returns naming labels for the basis vectors.
Parameters
----------
**kwargs
Any valid keyword arguments of get_vector_label:
vector,
label (str,MathTex)
at_tip (bool=False),
direction (str="left"),
rotate (bool),
color (str),
label_scale_factor=VECTOR_LABEL_SCALE_FACTOR (int, float),
"""
i_hat, j_hat = self.get_basis_vectors()
return VGroup(
*(
self.get_vector_label(
vect, label, color=color, label_scale_factor=1, **kwargs
)
for vect, label, color in [
(i_hat, "\\hat{\\imath}", X_COLOR),
(j_hat, "\\hat{\\jmath}", Y_COLOR),
]
)
)
def get_vector_label(
self,
vector: Vector,
label,
at_tip: bool = False,
direction: str = "left",
rotate: bool = False,
color: str | None = None,
label_scale_factor: float = LARGE_BUFF - 0.2,
):
"""
Returns naming labels for the passed vector.
Parameters
----------
vector
Vector Object for which to get the label.
at_tip
Whether or not to place the label at the tip of the vector.
direction
If the label should be on the "left" or right of the vector.
rotate
Whether or not to rotate it to align it with the vector.
color
The color to give the label.
label_scale_factor
How much to scale the label by.
Returns
-------
MathTex
The MathTex of the label.
"""
if not isinstance(label, MathTex):
if len(label) == 1:
label = "\\vec{\\textbf{%s}}" % label
label = MathTex(label)
if color is None:
color = vector.get_color()
label.set_color(color)
label.scale(label_scale_factor)
label.add_background_rectangle()
if at_tip:
vect = vector.get_vector()
vect /= np.linalg.norm(vect)
label.next_to(vector.get_end(), vect, buff=SMALL_BUFF)
else:
angle = vector.get_angle()
if not rotate:
label.rotate(-angle, about_point=ORIGIN)
if direction == "left":
label.shift(-label.get_bottom() + 0.1 * UP)
else:
label.shift(-label.get_top() + 0.1 * DOWN)
label.rotate(angle, about_point=ORIGIN)
label.shift((vector.get_end() - vector.get_start()) / 2)
return label
def label_vector(
self, vector: Vector, label: MathTex | str, animate: bool = True, **kwargs
):
"""
Shortcut method for creating, and animating the addition of
a label for the vector.
Parameters
----------
vector
The vector for which the label must be added.
label
The MathTex/string of the label.
animate
Whether or not to animate the labelling w/ Write
**kwargs
Any valid keyword argument of get_vector_label
Returns
-------
:class:`~.MathTex`
The MathTex of the label.
"""
label = self.get_vector_label(vector, label, **kwargs)
if animate:
self.play(Write(label, run_time=1))
self.add(label)
return label
def position_x_coordinate(
self,
x_coord,
x_line,
vector,
): # TODO Write DocStrings for this.
x_coord.next_to(x_line, -np.sign(vector[1]) * UP)
x_coord.set_color(X_COLOR)
return x_coord
def position_y_coordinate(
self,
y_coord,
y_line,
vector,
): # TODO Write DocStrings for this.
y_coord.next_to(y_line, np.sign(vector[0]) * RIGHT)
y_coord.set_color(Y_COLOR)
return y_coord
def coords_to_vector(
self,
vector: np.ndarray | list | tuple,
coords_start: np.ndarray | list | tuple = 2 * RIGHT + 2 * UP,
clean_up: bool = True,
):
"""
This method writes the vector as a column matrix (henceforth called the label),
takes the values in it one by one, and form the corresponding
lines that make up the x and y components of the vector. Then, an
Vector() based vector is created between the lines on the Screen.
Parameters
----------
vector
The vector to show.
coords_start
The starting point of the location of
the label of the vector that shows it
numerically.
Defaults to 2 * RIGHT + 2 * UP or (2,2)
clean_up
Whether or not to remove whatever
this method did after it's done.
"""
starting_mobjects = list(self.mobjects)
array = Matrix(vector)
array.shift(coords_start)
arrow = Vector(vector)
x_line = Line(ORIGIN, vector[0] * RIGHT)
y_line = Line(x_line.get_end(), arrow.get_end())
x_line.set_color(X_COLOR)
y_line.set_color(Y_COLOR)
x_coord, y_coord = array.get_mob_matrix().flatten()
self.play(Write(array, run_time=1))
self.wait()
self.play(
ApplyFunction(
lambda x: self.position_x_coordinate(x, x_line, vector),
x_coord,
),
)
self.play(Create(x_line))
animations = [
ApplyFunction(
lambda y: self.position_y_coordinate(y, y_line, vector),
y_coord,
),
FadeOut(array.get_brackets()),
]
self.play(*animations)
y_coord, _ = (anim.mobject for anim in animations)
self.play(Create(y_line))
self.play(Create(arrow))
self.wait()
if clean_up:
self.clear()
self.add(*starting_mobjects)
def vector_to_coords(
self,
vector: np.ndarray | list | tuple,
integer_labels: bool = True,
clean_up: bool = True,
):
"""
This method displays vector as a Vector() based vector, and then shows
the corresponding lines that make up the x and y components of the vector.
Then, a column matrix (henceforth called the label) is created near the
head of the Vector.
Parameters
----------
vector
The vector to show.
integer_labels
Whether or not to round the value displayed.
in the vector's label to the nearest integer
clean_up
Whether or not to remove whatever
this method did after it's done.
"""
starting_mobjects = list(self.mobjects)
show_creation = False
if isinstance(vector, Arrow):
arrow = vector
vector = arrow.get_end()[:2]
else:
arrow = Vector(vector)
show_creation = True
array = arrow.coordinate_label(integer_labels=integer_labels)
x_line = Line(ORIGIN, vector[0] * RIGHT)
y_line = Line(x_line.get_end(), arrow.get_end())
x_line.set_color(X_COLOR)
y_line.set_color(Y_COLOR)
x_coord, y_coord = array.get_entries()
x_coord_start = self.position_x_coordinate(x_coord.copy(), x_line, vector)
y_coord_start = self.position_y_coordinate(y_coord.copy(), y_line, vector)
brackets = array.get_brackets()
if show_creation:
self.play(Create(arrow))
self.play(Create(x_line), Write(x_coord_start), run_time=1)
self.play(Create(y_line), Write(y_coord_start), run_time=1)
self.wait()
self.play(
Transform(x_coord_start, x_coord, lag_ratio=0),
Transform(y_coord_start, y_coord, lag_ratio=0),
Write(brackets, run_time=1),
)
self.wait()
self.remove(x_coord_start, y_coord_start, brackets)
self.add(array)
if clean_up:
self.clear()
self.add(*starting_mobjects)
return array, x_line, y_line
def show_ghost_movement(self, vector: Arrow | list | tuple | np.ndarray):
"""
This method plays an animation that partially shows the entire plane moving
in the direction of a particular vector. This is useful when you wish to
convey the idea of mentally moving the entire plane in a direction, without
actually moving the plane.
Parameters
----------
vector
The vector which indicates the direction of movement.
"""
if isinstance(vector, Arrow):
vector = vector.get_end() - vector.get_start()
elif len(vector) == 2:
vector = np.append(np.array(vector), 0.0)
x_max = int(config["frame_x_radius"] + abs(vector[0]))
y_max = int(config["frame_y_radius"] + abs(vector[1]))
dots = VMobject(
*(
Dot(x * RIGHT + y * UP)
for x in range(-x_max, x_max)
for y in range(-y_max, y_max)
)
)
dots.set_fill(BLACK, opacity=0)
dots_halfway = dots.copy().shift(vector / 2).set_fill(WHITE, 1)
dots_end = dots.copy().shift(vector)
self.play(Transform(dots, dots_halfway, rate_func=rush_into))
self.play(Transform(dots, dots_end, rate_func=rush_from))
self.remove(dots)
class LinearTransformationScene(VectorScene):
"""
This scene contains special methods that make it
especially suitable for showing linear transformations.
Parameters
----------
include_background_plane
Whether or not to include the background plane in the scene.
include_foreground_plane
Whether or not to include the foreground plane in the scene.
background_plane_kwargs
Parameters to be passed to :class:`NumberPlane` to adjust the background plane.
foreground_plane_kwargs
Parameters to be passed to :class:`NumberPlane` to adjust the foreground plane.
show_coordinates
Whether or not to include the coordinates for the background plane.
show_basis_vectors
Whether to show the basis x_axis -> ``i_hat`` and y_axis -> ``j_hat`` vectors.
basis_vector_stroke_width
The ``stroke_width`` of the basis vectors.
i_hat_color
The color of the ``i_hat`` vector.
j_hat_color
The color of the ``j_hat`` vector.
leave_ghost_vectors
Indicates the previous position of the basis vectors following a transformation.
Examples
-------
.. manim:: LinearTransformationSceneExample
class LinearTransformationSceneExample(LinearTransformationScene):
def __init__(self, **kwargs):
LinearTransformationScene.__init__(
self,
show_coordinates=True,
leave_ghost_vectors=True,
**kwargs
)
def construct(self):
matrix = [[1, 1], [0, 1]]
self.apply_matrix(matrix)
self.wait()
"""
def __init__(
self,
include_background_plane: bool = True,
include_foreground_plane: bool = True,
background_plane_kwargs: dict | None = None,
foreground_plane_kwargs: dict | None = None,
show_coordinates: bool = False,
show_basis_vectors: bool = True,
basis_vector_stroke_width: float = 6,
i_hat_color: ParsableManimColor = X_COLOR,
j_hat_color: ParsableManimColor = Y_COLOR,
leave_ghost_vectors: bool = False,
**kwargs,
):
super().__init__(**kwargs)
self.include_background_plane = include_background_plane
self.include_foreground_plane = include_foreground_plane
self.show_coordinates = show_coordinates
self.show_basis_vectors = show_basis_vectors
self.basis_vector_stroke_width = basis_vector_stroke_width
self.i_hat_color = ManimColor(i_hat_color)
self.j_hat_color = ManimColor(j_hat_color)
self.leave_ghost_vectors = leave_ghost_vectors
self.background_plane_kwargs = {
"color": GREY,
"axis_config": {
"color": GREY,
},
"background_line_style": {
"stroke_color": GREY,
"stroke_width": 1,
},
}
self.ghost_vectors = VGroup()
self.foreground_plane_kwargs = {
"x_range": np.array([-config["frame_width"], config["frame_width"], 1.0]),
"y_range": np.array([-config["frame_width"], config["frame_width"], 1.0]),
"faded_line_ratio": 1,
}
self.update_default_configs(
(self.foreground_plane_kwargs, self.background_plane_kwargs),
(foreground_plane_kwargs, background_plane_kwargs),
)
@staticmethod
def update_default_configs(default_configs, passed_configs):
for default_config, passed_config in zip(default_configs, passed_configs):
if passed_config is not None:
update_dict_recursively(default_config, passed_config)
def setup(self):
# The has_already_setup attr is to not break all the old Scenes
if hasattr(self, "has_already_setup"):
return
self.has_already_setup = True
self.background_mobjects = []
self.foreground_mobjects = []
self.transformable_mobjects = []
self.moving_vectors = []
self.transformable_labels = []
self.moving_mobjects = []
self.background_plane = NumberPlane(**self.background_plane_kwargs)
if self.show_coordinates:
self.background_plane.add_coordinates()
if self.include_background_plane:
self.add_background_mobject(self.background_plane)
if self.include_foreground_plane:
self.plane = NumberPlane(**self.foreground_plane_kwargs)
self.add_transformable_mobject(self.plane)
if self.show_basis_vectors:
self.basis_vectors = self.get_basis_vectors(
i_hat_color=self.i_hat_color,
j_hat_color=self.j_hat_color,
)
self.moving_vectors += list(self.basis_vectors)
self.i_hat, self.j_hat = self.basis_vectors
self.add(self.basis_vectors)
def add_special_mobjects(self, mob_list: list, *mobs_to_add: Mobject):
"""
Adds mobjects to a separate list that can be tracked,
if these mobjects have some extra importance.
Parameters
----------
mob_list
The special list to which you want to add
these mobjects.
*mobs_to_add
The mobjects to add.
"""
for mobject in mobs_to_add:
if mobject not in mob_list:
mob_list.append(mobject)
self.add(mobject)
def add_background_mobject(self, *mobjects: Mobject):
"""
Adds the mobjects to the special list
self.background_mobjects.
Parameters
----------
*mobjects
The mobjects to add to the list.
"""
self.add_special_mobjects(self.background_mobjects, *mobjects)
# TODO, this conflicts with Scene.add_fore
def add_foreground_mobject(self, *mobjects: Mobject):
"""
Adds the mobjects to the special list
self.foreground_mobjects.
Parameters
----------
*mobjects
The mobjects to add to the list
"""
self.add_special_mobjects(self.foreground_mobjects, *mobjects)
def add_transformable_mobject(self, *mobjects: Mobject):
"""
Adds the mobjects to the special list
self.transformable_mobjects.
Parameters
----------
*mobjects
The mobjects to add to the list.
"""
self.add_special_mobjects(self.transformable_mobjects, *mobjects)
def add_moving_mobject(
self, mobject: Mobject, target_mobject: Mobject | None = None
):
"""
Adds the mobject to the special list
self.moving_mobject, and adds a property
to the mobject called mobject.target, which
keeps track of what the mobject will move to
or become etc.
Parameters
----------
mobject
The mobjects to add to the list
target_mobject
What the moving_mobject goes to, etc.
"""
mobject.target = target_mobject
self.add_special_mobjects(self.moving_mobjects, mobject)
def get_ghost_vectors(self) -> VGroup:
"""
Returns all ghost vectors ever added to ``self``. Each element is a ``VGroup`` of
two ghost vectors.
"""
return self.ghost_vectors
def get_unit_square(
self, color: str = YELLOW, opacity: float = 0.3, stroke_width: float = 3
):
"""
Returns a unit square for the current NumberPlane.
Parameters
----------
color
The string of the hex color code of the color wanted.
opacity
The opacity of the square
stroke_width
The stroke_width in pixels of the border of the square
Returns
-------
Square
"""
square = self.square = Rectangle(
color=color,
width=self.plane.get_x_unit_size(),
height=self.plane.get_y_unit_size(),
stroke_color=color,
stroke_width=stroke_width,
fill_color=color,
fill_opacity=opacity,
)
square.move_to(self.plane.coords_to_point(0, 0), DL)
return square
def add_unit_square(self, animate: bool = False, **kwargs):
"""
Adds a unit square to the scene via
self.get_unit_square.
Parameters
----------
animate
Whether or not to animate the addition
with DrawBorderThenFill.
**kwargs
Any valid keyword arguments of
self.get_unit_square()
Returns
-------
Square
The unit square.
"""
square = self.get_unit_square(**kwargs)
if animate:
self.play(
DrawBorderThenFill(square),
Animation(Group(*self.moving_vectors)),
)
self.add_transformable_mobject(square)
self.bring_to_front(*self.moving_vectors)
self.square = square
return self
def add_vector(
self, vector: Arrow | list | tuple | np.ndarray, color: str = YELLOW, **kwargs
):
"""
Adds a vector to the scene, and puts it in the special
list self.moving_vectors.
Parameters
----------
vector
It can be a pre-made graphical vector, or the
coordinates of one.
color
The string of the hex color of the vector.
This is only taken into consideration if
'vector' is not an Arrow. Defaults to YELLOW.
**kwargs
Any valid keyword argument of VectorScene.add_vector.
Returns
-------
Arrow
The arrow representing the vector.
"""
vector = super().add_vector(vector, color=color, **kwargs)
self.moving_vectors.append(vector)
return vector
def write_vector_coordinates(self, vector: Arrow, **kwargs):
"""
Returns a column matrix indicating the vector coordinates,
after writing them to the screen, and adding them to the
special list self.foreground_mobjects
Parameters
----------
vector
The arrow representing the vector.
**kwargs
Any valid keyword arguments of VectorScene.write_vector_coordinates
Returns
-------
Matrix
The column matrix representing the vector.
"""
coords = super().write_vector_coordinates(vector, **kwargs)
self.add_foreground_mobject(coords)
return coords
def add_transformable_label(
self,
vector: Vector,
label: MathTex | str,
transformation_name: str | MathTex = "L",
new_label: str | MathTex | None = None,
**kwargs,
):
"""
Method for creating, and animating the addition of
a transformable label for the vector.
Parameters
----------
vector
The vector for which the label must be added.
label
The MathTex/string of the label.
transformation_name
The name to give the transformation as a label.
new_label
What the label should display after a Linear Transformation
**kwargs
Any valid keyword argument of get_vector_label
Returns
-------
:class:`~.MathTex`
The MathTex of the label.
"""
label_mob = self.label_vector(vector, label, **kwargs)
if new_label:
label_mob.target_text = new_label
else:
label_mob.target_text = "{}({})".format(
transformation_name,
label_mob.get_tex_string(),
)
label_mob.vector = vector
label_mob.kwargs = kwargs
if "animate" in label_mob.kwargs:
label_mob.kwargs.pop("animate")
self.transformable_labels.append(label_mob)
return label_mob
def add_title(
self,
title: str | MathTex | Tex,
scale_factor: float = 1.5,
animate: bool = False,
):
"""
Adds a title, after scaling it, adding a background rectangle,
moving it to the top and adding it to foreground_mobjects adding
it as a local variable of self. Returns the Scene.
Parameters
----------
title
What the title should be.
scale_factor
How much the title should be scaled by.
animate
Whether or not to animate the addition.
Returns
-------
LinearTransformationScene
The scene with the title added to it.
"""
if not isinstance(title, (Mobject, OpenGLMobject)):
title = Tex(title).scale(scale_factor)
title.to_edge(UP)
title.add_background_rectangle()
if animate:
self.play(Write(title))
self.add_foreground_mobject(title)
self.title = title
return self
def get_matrix_transformation(self, matrix: np.ndarray | list | tuple):
"""
Returns a function corresponding to the linear
transformation represented by the matrix passed.
Parameters
----------
matrix
The matrix.
"""
return self.get_transposed_matrix_transformation(np.array(matrix).T)
def get_transposed_matrix_transformation(
self, transposed_matrix: np.ndarray | list | tuple
):
"""
Returns a function corresponding to the linear
transformation represented by the transposed
matrix passed.
Parameters
----------
transposed_matrix
The matrix.
"""
transposed_matrix = np.array(transposed_matrix)
if transposed_matrix.shape == (2, 2):
new_matrix = np.identity(3)
new_matrix[:2, :2] = transposed_matrix
transposed_matrix = new_matrix
elif transposed_matrix.shape != (3, 3):
raise ValueError("Matrix has bad dimensions")
return lambda point: np.dot(point, transposed_matrix)
def get_piece_movement(self, pieces: list | tuple | np.ndarray):
"""
This method returns an animation that moves an arbitrary
mobject in "pieces" to its corresponding .target value.
If self.leave_ghost_vectors is True, ghosts of the original
positions/mobjects are left on screen
Parameters
----------
pieces
The pieces for which the movement must be shown.
Returns
-------
Animation
The animation of the movement.
"""
start = VGroup(*pieces)
target = VGroup(*(mob.target for mob in pieces))
# don't add empty VGroups
if self.leave_ghost_vectors and start.submobjects:
# start.copy() gives a VGroup of Vectors
self.ghost_vectors.add(start.copy().fade(0.7))
self.add(self.ghost_vectors[-1])
return Transform(start, target, lag_ratio=0)
def get_moving_mobject_movement(self, func: Callable[[np.ndarray], np.ndarray]):
"""
This method returns an animation that moves a mobject
in "self.moving_mobjects" to its corresponding .target value.
func is a function that determines where the .target goes.
Parameters
----------
func
The function that determines where the .target of
the moving mobject goes.
Returns
-------
Animation
The animation of the movement.
"""
for m in self.moving_mobjects:
if m.target is None:
m.target = m.copy()
target_point = func(m.get_center())
m.target.move_to(target_point)
return self.get_piece_movement(self.moving_mobjects)
def get_vector_movement(self, func: Callable[[np.ndarray], np.ndarray]):
"""
This method returns an animation that moves a mobject
in "self.moving_vectors" to its corresponding .target value.
func is a function that determines where the .target goes.
Parameters
----------
func
The function that determines where the .target of
the moving mobject goes.
Returns
-------
Animation
The animation of the movement.
"""
for v in self.moving_vectors:
v.target = Vector(func(v.get_end()), color=v.get_color())
norm = np.linalg.norm(v.target.get_end())
if norm < 0.1:
v.target.get_tip().scale(norm)
return self.get_piece_movement(self.moving_vectors)
def get_transformable_label_movement(self):
"""
This method returns an animation that moves all labels
in "self.transformable_labels" to its corresponding .target .
Returns
-------
Animation
The animation of the movement.
"""
for label in self.transformable_labels:
label.target = self.get_vector_label(
label.vector.target, label.target_text, **label.kwargs
)
return self.get_piece_movement(self.transformable_labels)
def apply_matrix(self, matrix: np.ndarray | list | tuple, **kwargs):
"""
Applies the transformation represented by the
given matrix to the number plane, and each vector/similar
mobject on it.
Parameters
----------
matrix
The matrix.
**kwargs
Any valid keyword argument of self.apply_transposed_matrix()
"""
self.apply_transposed_matrix(np.array(matrix).T, **kwargs)
def apply_inverse(self, matrix: np.ndarray | list | tuple, **kwargs):
"""
This method applies the linear transformation
represented by the inverse of the passed matrix
to the number plane, and each vector/similar mobject on it.
Parameters
----------
matrix
The matrix whose inverse is to be applied.
**kwargs
Any valid keyword argument of self.apply_matrix()
"""
self.apply_matrix(np.linalg.inv(matrix), **kwargs)
def apply_transposed_matrix(
self, transposed_matrix: np.ndarray | list | tuple, **kwargs
):
"""
Applies the transformation represented by the
given transposed matrix to the number plane,
and each vector/similar mobject on it.
Parameters
----------
transposed_matrix
The matrix.
**kwargs
Any valid keyword argument of self.apply_function()
"""
func = self.get_transposed_matrix_transformation(transposed_matrix)
if "path_arc" not in kwargs:
net_rotation = np.mean(
[angle_of_vector(func(RIGHT)), angle_of_vector(func(UP)) - np.pi / 2],
)
kwargs["path_arc"] = net_rotation
self.apply_function(func, **kwargs)
def apply_inverse_transpose(self, t_matrix: np.ndarray | list | tuple, **kwargs):
"""
Applies the inverse of the transformation represented
by the given transposed matrix to the number plane and each
vector/similar mobject on it.
Parameters
----------
t_matrix
The matrix.
**kwargs
Any valid keyword argument of self.apply_transposed_matrix()
"""
t_inv = np.linalg.inv(np.array(t_matrix).T).T
self.apply_transposed_matrix(t_inv, **kwargs)
def apply_nonlinear_transformation(
self, function: Callable[[np.ndarray], np.ndarray], **kwargs
):
"""
Applies the non-linear transformation represented
by the given function to the number plane and each
vector/similar mobject on it.
Parameters
----------
function
The function.
**kwargs
Any valid keyword argument of self.apply_function()
"""
self.plane.prepare_for_nonlinear_transform()
self.apply_function(function, **kwargs)
def apply_function(
self,
function: Callable[[np.ndarray], np.ndarray],
added_anims: list = [],
**kwargs,
):
"""
Applies the given function to each of the mobjects in
self.transformable_mobjects, and plays the animation showing
this.
Parameters
----------
function
The function that affects each point
of each mobject in self.transformable_mobjects.
added_anims
Any other animations that need to be played
simultaneously with this.
**kwargs
Any valid keyword argument of a self.play() call.
"""
if "run_time" not in kwargs:
kwargs["run_time"] = 3
anims = (
[
ApplyPointwiseFunction(function, t_mob)
for t_mob in self.transformable_mobjects
]
+ [
self.get_vector_movement(function),
self.get_transformable_label_movement(),
self.get_moving_mobject_movement(function),
]
+ [Animation(f_mob) for f_mob in self.foreground_mobjects]
+ added_anims
)
self.play(*anims, **kwargs)
|
manim_ManimCommunity/manim/renderer/shader_wrapper.py
|
from __future__ import annotations
import copy
import re
from pathlib import Path
import moderngl
import numpy as np
from .. import logger
# 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
__all__ = ["ShaderWrapper"]
def get_shader_dir():
return Path(__file__).parent / "shaders"
def find_file(file_name: Path, directories: list[Path]) -> Path:
# Check if what was passed in is already a valid path to a file
if file_name.exists():
return file_name
possible_paths = (directory / file_name for directory in directories)
for path in possible_paths:
if path.exists():
return path
else:
logger.debug(f"{path} does not exist.")
raise OSError(f"{file_name} not Found")
class ShaderWrapper:
def __init__(
self,
vert_data=None,
vert_indices=None,
shader_folder=None,
uniforms=None, # A dictionary mapping names of uniform variables
texture_paths=None, # A dictionary mapping names to filepaths for textures.
depth_test=False,
render_primitive=moderngl.TRIANGLE_STRIP,
):
self.vert_data = vert_data
self.vert_indices = vert_indices
self.vert_attributes = vert_data.dtype.names
self.shader_folder = Path(shader_folder or "")
self.uniforms = uniforms or {}
self.texture_paths = texture_paths or {}
self.depth_test = depth_test
self.render_primitive = str(render_primitive)
self.init_program_code()
self.refresh_id()
def copy(self):
result = copy.copy(self)
result.vert_data = np.array(self.vert_data)
if result.vert_indices is not None:
result.vert_indices = np.array(self.vert_indices)
if self.uniforms:
result.uniforms = dict(self.uniforms)
if self.texture_paths:
result.texture_paths = dict(self.texture_paths)
return result
def is_valid(self):
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):
return self.id
def get_program_id(self):
return self.program_id
def create_id(self):
# A unique id for a shader
return "|".join(
map(
str,
[
self.program_id,
self.uniforms,
self.texture_paths,
self.depth_test,
self.render_primitive,
],
),
)
def refresh_id(self):
self.program_id = self.create_program_id()
self.id = self.create_id()
def create_program_id(self):
return hash(
"".join(
self.program_code[f"{name}_shader"] or ""
for name in ("vertex", "geometry", "fragment")
),
)
def init_program_code(self):
def get_code(name: str) -> str | None:
return get_shader_code_from_file(
self.shader_folder / f"{name}.glsl",
)
self.program_code = {
"vertex_shader": get_code("vert"),
"geometry_shader": get_code("geom"),
"fragment_shader": get_code("frag"),
}
def get_program_code(self):
return self.program_code
def replace_code(self, old, new):
code_map = self.program_code
for name, _code in code_map.items():
if code_map[name] is None:
continue
code_map[name] = re.sub(old, new, code_map[name])
self.refresh_id()
def combine_with(self, *shader_wrappers):
# Assume they are of the same type
if len(shader_wrappers) == 0:
return
if self.vert_indices is not None:
num_verts = len(self.vert_data)
indices_list = [self.vert_indices]
data_list = [self.vert_data]
for sw in shader_wrappers:
indices_list.append(sw.vert_indices + num_verts)
data_list.append(sw.vert_data)
num_verts += len(sw.vert_data)
self.vert_indices = np.hstack(indices_list)
self.vert_data = np.hstack(data_list)
else:
self.vert_data = np.hstack(
[self.vert_data, *(sw.vert_data for sw in shader_wrappers)],
)
return self
# For caching
filename_to_code_map: dict = {}
def get_shader_code_from_file(filename: Path) -> str | None:
if filename in filename_to_code_map:
return filename_to_code_map[filename]
try:
filepath = find_file(
filename,
directories=[get_shader_dir(), Path("/")],
)
except OSError:
return None
result = filepath.read_text()
# 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"^#include ../include/.*\.glsl$",
result,
flags=re.MULTILINE,
)
for line in insertions:
inserted_code = get_shader_code_from_file(
Path() / "include" / line.replace("#include ../include/", ""),
)
if inserted_code is None:
return None
result = result.replace(line, inserted_code)
filename_to_code_map[filename] = result
return result
def get_colormap_code(rgb_list):
data = ",".join("vec3({}, {}, {})".format(*rgb) for rgb in rgb_list)
return f"vec3[{len(rgb_list)}]({data})"
|
manim_ManimCommunity/manim/renderer/__init__.py
| |
manim_ManimCommunity/manim/renderer/vectorized_mobject_rendering.py
|
from __future__ import annotations
import collections
import numpy as np
from ..utils import opengl
from ..utils.space_ops import cross2d, earclip_triangulation
from .shader import Shader
__all__ = [
"render_opengl_vectorized_mobject_fill",
"render_opengl_vectorized_mobject_stroke",
]
def build_matrix_lists(mob):
root_hierarchical_matrix = mob.hierarchical_model_matrix()
matrix_to_mobject_list = collections.defaultdict(list)
if mob.has_points():
matrix_to_mobject_list[tuple(root_hierarchical_matrix.ravel())].append(mob)
mobject_to_hierarchical_matrix = {mob: root_hierarchical_matrix}
dfs = [mob]
while dfs:
parent = dfs.pop()
for child in parent.submobjects:
child_hierarchical_matrix = (
mobject_to_hierarchical_matrix[parent] @ child.model_matrix
)
mobject_to_hierarchical_matrix[child] = child_hierarchical_matrix
if child.has_points():
matrix_to_mobject_list[tuple(child_hierarchical_matrix.ravel())].append(
child,
)
dfs.append(child)
return matrix_to_mobject_list
def render_opengl_vectorized_mobject_fill(renderer, mobject):
matrix_to_mobject_list = build_matrix_lists(mobject)
for matrix_tuple, mobject_list in matrix_to_mobject_list.items():
model_matrix = np.array(matrix_tuple).reshape((4, 4))
render_mobject_fills_with_matrix(renderer, model_matrix, mobject_list)
def render_mobject_fills_with_matrix(renderer, model_matrix, mobjects):
# Precompute the total number of vertices for which to reserve space.
# Note that triangulate_mobject() will cache its results.
total_size = 0
for submob in mobjects:
total_size += triangulate_mobject(submob).shape[0]
attributes = np.empty(
total_size,
dtype=[
("in_vert", np.float32, (3,)),
("in_color", np.float32, (4,)),
("texture_coords", np.float32, (2,)),
("texture_mode", np.int32),
],
)
write_offset = 0
for submob in mobjects:
if not submob.has_points():
continue
mobject_triangulation = triangulate_mobject(submob)
end_offset = write_offset + mobject_triangulation.shape[0]
attributes[write_offset:end_offset] = mobject_triangulation
attributes["in_color"][write_offset:end_offset] = np.repeat(
submob.fill_rgba,
mobject_triangulation.shape[0],
axis=0,
)
write_offset = end_offset
fill_shader = Shader(renderer.context, name="vectorized_mobject_fill")
fill_shader.set_uniform(
"u_model_view_matrix",
opengl.matrix_to_shader_input(
renderer.camera.unformatted_view_matrix @ model_matrix,
),
)
fill_shader.set_uniform(
"u_projection_matrix",
renderer.scene.camera.projection_matrix,
)
vbo = renderer.context.buffer(attributes.tobytes())
vao = renderer.context.simple_vertex_array(
fill_shader.shader_program,
vbo,
*attributes.dtype.names,
)
vao.render()
vao.release()
vbo.release()
def triangulate_mobject(mob):
if not mob.needs_new_triangulation:
return mob.triangulation
# 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
# normal_vector = mob.get_unit_normal()
points = mob.points
b0s = points[0::3]
b1s = points[1::3]
b2s = points[2::3]
v01s = b1s - b0s
v12s = b2s - b1s
crosses = cross2d(v01s, v12s)
convexities = np.sign(crosses)
if mob.orientation == 1:
concave_parts = convexities > 0
convex_parts = convexities <= 0
else:
concave_parts = convexities < 0
convex_parts = convexities >= 0
# These are the vertices to which we'll apply a polygon triangulation
atol = mob.tolerance_for_point_equality
end_of_loop = np.zeros(len(b0s), dtype=bool)
end_of_loop[:-1] = (np.abs(b2s[:-1] - b0s[1:]) > atol).any(1)
end_of_loop[-1] = True
indices = np.arange(len(points), dtype=int)
inner_vert_indices = np.hstack(
[
indices[0::3],
indices[1::3][concave_parts],
indices[2::3][end_of_loop],
],
)
inner_vert_indices.sort()
rings = np.arange(1, len(inner_vert_indices) + 1)[inner_vert_indices % 3 == 2]
# Triangulate
inner_verts = points[inner_vert_indices]
inner_tri_indices = inner_vert_indices[earclip_triangulation(inner_verts, rings)]
bezier_triangle_indices = np.reshape(indices, (-1, 3))
concave_triangle_indices = np.reshape(bezier_triangle_indices[concave_parts], (-1))
convex_triangle_indices = np.reshape(bezier_triangle_indices[convex_parts], (-1))
points = points[
np.hstack(
[
concave_triangle_indices,
convex_triangle_indices,
inner_tri_indices,
],
)
]
texture_coords = np.tile(
[
[0.0, 0.0],
[0.5, 0.0],
[1.0, 1.0],
],
(points.shape[0] // 3, 1),
)
texture_mode = np.hstack(
(
np.ones(concave_triangle_indices.shape[0]),
-1 * np.ones(convex_triangle_indices.shape[0]),
np.zeros(inner_tri_indices.shape[0]),
),
)
attributes = np.zeros(
points.shape[0],
dtype=[
("in_vert", np.float32, (3,)),
("in_color", np.float32, (4,)),
("texture_coords", np.float32, (2,)),
("texture_mode", np.int32),
],
)
attributes["in_vert"] = points
attributes["texture_coords"] = texture_coords
attributes["texture_mode"] = texture_mode
mob.triangulation = attributes
mob.needs_new_triangulation = False
return attributes
def render_opengl_vectorized_mobject_stroke(renderer, mobject):
matrix_to_mobject_list = build_matrix_lists(mobject)
for matrix_tuple, mobject_list in matrix_to_mobject_list.items():
model_matrix = np.array(matrix_tuple).reshape((4, 4))
render_mobject_strokes_with_matrix(renderer, model_matrix, mobject_list)
def render_mobject_strokes_with_matrix(renderer, model_matrix, mobjects):
# Precompute the total number of vertices for which to reserve space.
total_size = 0
for submob in mobjects:
total_size += submob.points.shape[0]
points = np.empty((total_size, 3))
colors = np.empty((total_size, 4))
widths = np.empty(total_size)
write_offset = 0
for submob in mobjects:
if not submob.has_points():
continue
end_offset = write_offset + submob.points.shape[0]
points[write_offset:end_offset] = submob.points
if submob.stroke_rgba.shape[0] == points[write_offset:end_offset].shape[0]:
colors[write_offset:end_offset] = submob.stroke_rgba
else:
colors[write_offset:end_offset] = np.repeat(
submob.stroke_rgba,
submob.points.shape[0],
axis=0,
)
widths[write_offset:end_offset] = np.repeat(
submob.stroke_width,
submob.points.shape[0],
)
write_offset = end_offset
stroke_data = np.zeros(
len(points),
dtype=[
# ("previous_curve", np.float32, (3, 3)),
("current_curve", np.float32, (3, 3)),
# ("next_curve", np.float32, (3, 3)),
("tile_coordinate", np.float32, (2,)),
("in_color", np.float32, (4,)),
("in_width", np.float32),
],
)
stroke_data["in_color"] = colors
stroke_data["in_width"] = widths
curves = np.reshape(points, (-1, 3, 3))
# stroke_data["previous_curve"] = np.repeat(np.roll(curves, 1, axis=0), 3, axis=0)
stroke_data["current_curve"] = np.repeat(curves, 3, axis=0)
# stroke_data["next_curve"] = np.repeat(np.roll(curves, -1, axis=0), 3, axis=0)
# Repeat each vertex in order to make a tile.
stroke_data = np.tile(stroke_data, 2)
stroke_data["tile_coordinate"] = np.vstack(
(
np.tile(
[
[0.0, 0.0],
[0.0, 1.0],
[1.0, 1.0],
],
(len(points) // 3, 1),
),
np.tile(
[
[0.0, 0.0],
[1.0, 0.0],
[1.0, 1.0],
],
(len(points) // 3, 1),
),
),
)
shader = Shader(renderer.context, "vectorized_mobject_stroke")
shader.set_uniform(
"u_model_view_matrix",
opengl.matrix_to_shader_input(
renderer.camera.unformatted_view_matrix @ model_matrix,
),
)
shader.set_uniform("u_projection_matrix", renderer.scene.camera.projection_matrix)
shader.set_uniform("manim_unit_normal", tuple(-mobjects[0].unit_normal[0]))
vbo = renderer.context.buffer(stroke_data.tobytes())
vao = renderer.context.simple_vertex_array(
shader.shader_program, vbo, *stroke_data.dtype.names
)
renderer.frame_buffer_object.use()
vao.render()
vao.release()
vbo.release()
|
manim_ManimCommunity/manim/renderer/cairo_renderer.py
|
from __future__ import annotations
import typing
import numpy as np
from manim.utils.hashing import get_hash_from_play_call
from .. import config, logger
from ..camera.camera import Camera
from ..mobject.mobject import Mobject
from ..scene.scene_file_writer import SceneFileWriter
from ..utils.exceptions import EndSceneEarlyException
from ..utils.iterables import list_update
if typing.TYPE_CHECKING:
import types
from typing import Any, Iterable
from manim.animation.animation import Animation
from manim.scene.scene import Scene
__all__ = ["CairoRenderer"]
class CairoRenderer:
"""A renderer using Cairo.
num_plays : Number of play() functions in the scene.
time: time elapsed since initialisation of scene.
"""
def __init__(
self,
file_writer_class=SceneFileWriter,
camera_class=None,
skip_animations=False,
**kwargs,
):
# All of the following are set to EITHER the value passed via kwargs,
# OR the value stored in the global config dict at the time of
# _instance construction_.
self._file_writer_class = file_writer_class
camera_cls = camera_class if camera_class is not None else Camera
self.camera = camera_cls()
self._original_skipping_status = skip_animations
self.skip_animations = skip_animations
self.animations_hashes = []
self.num_plays = 0
self.time = 0
self.static_image = None
def init_scene(self, scene):
self.file_writer: Any = self._file_writer_class(
self,
scene.__class__.__name__,
)
def play(
self,
scene: Scene,
*args: Animation | Iterable[Animation] | types.GeneratorType[Animation],
**kwargs,
):
# Reset skip_animations to the original state.
# Needed when rendering only some animations, and skipping others.
self.skip_animations = self._original_skipping_status
self.update_skipping_status()
scene.compile_animation_data(*args, **kwargs)
if self.skip_animations:
logger.debug(f"Skipping animation {self.num_plays}")
hash_current_animation = None
self.time += scene.duration
else:
if config["disable_caching"]:
logger.info("Caching disabled.")
hash_current_animation = f"uncached_{self.num_plays:05}"
else:
hash_current_animation = get_hash_from_play_call(
scene,
self.camera,
scene.animations,
scene.mobjects,
)
if self.file_writer.is_already_cached(hash_current_animation):
logger.info(
f"Animation {self.num_plays} : Using cached data (hash : %(hash_current_animation)s)",
{"hash_current_animation": hash_current_animation},
)
self.skip_animations = True
self.time += scene.duration
# adding None as a partial movie file will make file_writer ignore the latter.
self.file_writer.add_partial_movie_file(hash_current_animation)
self.animations_hashes.append(hash_current_animation)
logger.debug(
"List of the first few animation hashes of the scene: %(h)s",
{"h": str(self.animations_hashes[:5])},
)
self.file_writer.begin_animation(not self.skip_animations)
scene.begin_animations()
# Save a static image, to avoid rendering non moving objects.
self.save_static_frame_data(scene, scene.static_mobjects)
if scene.is_current_animation_frozen_frame():
self.update_frame(scene, mobjects=scene.moving_mobjects)
# self.duration stands for the total run time of all the animations.
# In this case, as there is only a wait, it will be the length of the wait.
self.freeze_current_frame(scene.duration)
else:
scene.play_internal()
self.file_writer.end_animation(not self.skip_animations)
self.num_plays += 1
def update_frame( # TODO Description in Docstring
self,
scene,
mobjects: typing.Iterable[Mobject] | None = None,
include_submobjects: bool = True,
ignore_skipping: bool = True,
**kwargs,
):
"""Update the frame.
Parameters
----------
scene
mobjects
list of mobjects
include_submobjects
ignore_skipping
**kwargs
"""
if self.skip_animations and not ignore_skipping:
return
if not mobjects:
mobjects = list_update(
scene.mobjects,
scene.foreground_mobjects,
)
if self.static_image is not None:
self.camera.set_frame_to_background(self.static_image)
else:
self.camera.reset()
kwargs["include_submobjects"] = include_submobjects
self.camera.capture_mobjects(mobjects, **kwargs)
def render(self, scene, time, moving_mobjects):
self.update_frame(scene, moving_mobjects)
self.add_frame(self.get_frame())
def get_frame(self):
"""
Gets the current frame as NumPy array.
Returns
-------
np.array
NumPy array of pixel values of each pixel in screen.
The shape of the array is height x width x 3
"""
return np.array(self.camera.pixel_array)
def add_frame(self, frame: np.ndarray, num_frames: int = 1):
"""
Adds a frame to the video_file_stream
Parameters
----------
frame
The frame to add, as a pixel array.
num_frames
The number of times to add frame.
"""
dt = 1 / self.camera.frame_rate
if self.skip_animations:
return
self.time += num_frames * dt
for _ in range(num_frames):
self.file_writer.write_frame(frame)
def freeze_current_frame(self, duration: float):
"""Adds a static frame to the movie for a given duration. The static frame is the current frame.
Parameters
----------
duration
[description]
"""
dt = 1 / self.camera.frame_rate
self.add_frame(
self.get_frame(),
num_frames=int(duration / dt),
)
def show_frame(self):
"""
Opens the current frame in the Default Image Viewer
of your system.
"""
self.update_frame(ignore_skipping=True)
self.camera.get_image().show()
def save_static_frame_data(
self,
scene: Scene,
static_mobjects: typing.Iterable[Mobject],
) -> typing.Iterable[Mobject] | None:
"""Compute and save the static frame, that will be reused at each frame
to avoid unnecessarily computing static mobjects.
Parameters
----------
scene
The scene played.
static_mobjects
Static mobjects of the scene. If None, self.static_image is set to None
Returns
-------
typing.Iterable[Mobject]
The static image computed.
"""
self.static_image = None
if not static_mobjects:
return None
self.update_frame(scene, mobjects=static_mobjects)
self.static_image = self.get_frame()
return self.static_image
def update_skipping_status(self):
"""
This method is used internally to check if the current
animation needs to be skipped or not. It also checks if
the number of animations that were played correspond to
the number of animations that need to be played, and
raises an EndSceneEarlyException if they don't correspond.
"""
# there is always at least one section -> no out of bounds here
if self.file_writer.sections[-1].skip_animations:
self.skip_animations = True
if config["save_last_frame"]:
self.skip_animations = True
if (
config["from_animation_number"]
and self.num_plays < config["from_animation_number"]
):
self.skip_animations = True
if (
config["upto_animation_number"]
and self.num_plays > config["upto_animation_number"]
):
self.skip_animations = True
raise EndSceneEarlyException()
def scene_finished(self, scene):
# If no animations in scene, render an image instead
if self.num_plays:
self.file_writer.finish()
elif config.write_to_movie:
config.save_last_frame = True
config.write_to_movie = False
else:
self.static_image = None
self.update_frame(scene)
if config["save_last_frame"]:
self.static_image = None
self.update_frame(scene)
self.file_writer.save_final_image(self.camera.get_image())
|
manim_ManimCommunity/manim/renderer/opengl_renderer.py
|
from __future__ import annotations
import itertools as it
import sys
import time
from typing import Any
if sys.version_info < (3, 8):
from backports.cached_property import cached_property
else:
from functools import cached_property
import moderngl
import numpy as np
from PIL import Image
from manim import config, logger
from manim.mobject.opengl.opengl_mobject import OpenGLMobject, OpenGLPoint
from manim.mobject.opengl.opengl_vectorized_mobject import OpenGLVMobject
from manim.utils.caching import handle_caching_play
from manim.utils.color import color_to_rgba
from manim.utils.exceptions import EndSceneEarlyException
from ..constants import *
from ..scene.scene_file_writer import SceneFileWriter
from ..utils import opengl
from ..utils.config_ops import _Data
from ..utils.simple_functions import clip
from ..utils.space_ops import (
angle_of_vector,
quaternion_from_angle_axis,
quaternion_mult,
rotation_matrix_transpose,
rotation_matrix_transpose_from_quaternion,
)
from .shader import Mesh, Shader
from .vectorized_mobject_rendering import (
render_opengl_vectorized_mobject_fill,
render_opengl_vectorized_mobject_stroke,
)
__all__ = ["OpenGLCamera", "OpenGLRenderer"]
class OpenGLCamera(OpenGLMobject):
euler_angles = _Data()
def __init__(
self,
frame_shape=None,
center_point=None,
# Theta, phi, gamma
euler_angles=[0, 0, 0],
focal_distance=2,
light_source_position=[-10, 10, 10],
orthographic=False,
minimum_polar_angle=-PI / 2,
maximum_polar_angle=PI / 2,
model_matrix=None,
**kwargs,
):
self.use_z_index = True
self.frame_rate = 60
self.orthographic = orthographic
self.minimum_polar_angle = minimum_polar_angle
self.maximum_polar_angle = maximum_polar_angle
if self.orthographic:
self.projection_matrix = opengl.orthographic_projection_matrix()
self.unformatted_projection_matrix = opengl.orthographic_projection_matrix(
format=False,
)
else:
self.projection_matrix = opengl.perspective_projection_matrix()
self.unformatted_projection_matrix = opengl.perspective_projection_matrix(
format=False,
)
if frame_shape is None:
self.frame_shape = (config["frame_width"], config["frame_height"])
else:
self.frame_shape = frame_shape
if center_point is None:
self.center_point = ORIGIN
else:
self.center_point = center_point
if model_matrix is None:
model_matrix = opengl.translation_matrix(0, 0, 11)
self.focal_distance = focal_distance
if light_source_position is None:
self.light_source_position = [-10, 10, 10]
else:
self.light_source_position = light_source_position
self.light_source = OpenGLPoint(self.light_source_position)
self.default_model_matrix = model_matrix
super().__init__(model_matrix=model_matrix, should_render=False, **kwargs)
if euler_angles is None:
euler_angles = [0, 0, 0]
euler_angles = np.array(euler_angles, dtype=float)
self.euler_angles = euler_angles
self.refresh_rotation_matrix()
def get_position(self):
return self.model_matrix[:, 3][:3]
def set_position(self, position):
self.model_matrix[:, 3][:3] = position
return self
@cached_property
def formatted_view_matrix(self):
return opengl.matrix_to_shader_input(np.linalg.inv(self.model_matrix))
@cached_property
def unformatted_view_matrix(self):
return np.linalg.inv(self.model_matrix)
def init_points(self):
self.set_points([ORIGIN, LEFT, RIGHT, DOWN, UP])
self.set_width(self.frame_shape[0], stretch=True)
self.set_height(self.frame_shape[1], stretch=True)
self.move_to(self.center_point)
def to_default_state(self):
self.center()
self.set_height(config["frame_height"])
self.set_width(config["frame_width"])
self.set_euler_angles(0, 0, 0)
self.model_matrix = self.default_model_matrix
return self
def refresh_rotation_matrix(self):
# Rotate based on camera orientation
theta, phi, gamma = self.euler_angles
quat = quaternion_mult(
quaternion_from_angle_axis(theta, OUT, axis_normalized=True),
quaternion_from_angle_axis(phi, RIGHT, axis_normalized=True),
quaternion_from_angle_axis(gamma, OUT, axis_normalized=True),
)
self.inverse_rotation_matrix = rotation_matrix_transpose_from_quaternion(quat)
def rotate(self, angle, axis=OUT, **kwargs):
curr_rot_T = self.inverse_rotation_matrix
added_rot_T = rotation_matrix_transpose(angle, axis)
new_rot_T = np.dot(curr_rot_T, added_rot_T)
Fz = new_rot_T[2]
phi = np.arccos(Fz[2])
theta = angle_of_vector(Fz[:2]) + PI / 2
partial_rot_T = np.dot(
rotation_matrix_transpose(phi, RIGHT),
rotation_matrix_transpose(theta, OUT),
)
gamma = angle_of_vector(np.dot(partial_rot_T, new_rot_T.T)[:, 0])
self.set_euler_angles(theta, phi, gamma)
return self
def set_euler_angles(self, theta=None, phi=None, gamma=None):
if theta is not None:
self.euler_angles[0] = theta
if phi is not None:
self.euler_angles[1] = phi
if gamma is not None:
self.euler_angles[2] = gamma
self.refresh_rotation_matrix()
return self
def set_theta(self, theta):
return self.set_euler_angles(theta=theta)
def set_phi(self, phi):
return self.set_euler_angles(phi=phi)
def set_gamma(self, gamma):
return self.set_euler_angles(gamma=gamma)
def increment_theta(self, dtheta):
self.euler_angles[0] += dtheta
self.refresh_rotation_matrix()
return self
def increment_phi(self, dphi):
phi = self.euler_angles[1]
new_phi = clip(phi + dphi, -PI / 2, PI / 2)
self.euler_angles[1] = new_phi
self.refresh_rotation_matrix()
return self
def increment_gamma(self, dgamma):
self.euler_angles[2] += dgamma
self.refresh_rotation_matrix()
return self
def get_shape(self):
return (self.get_width(), self.get_height())
def get_center(self):
# Assumes first point is at the center
return self.points[0]
def get_width(self):
points = self.points
return points[2, 0] - points[1, 0]
def get_height(self):
points = self.points
return points[4, 1] - points[3, 1]
def get_focal_distance(self):
return self.focal_distance * self.get_height()
def interpolate(self, *args, **kwargs):
super().interpolate(*args, **kwargs)
self.refresh_rotation_matrix()
points_per_curve = 3
class OpenGLRenderer:
def __init__(self, file_writer_class=SceneFileWriter, skip_animations=False):
# Measured in pixel widths, used for vector graphics
self.anti_alias_width = 1.5
self._file_writer_class = file_writer_class
self._original_skipping_status = skip_animations
self.skip_animations = skip_animations
self.animation_start_time = 0
self.animation_elapsed_time = 0
self.time = 0
self.animations_hashes = []
self.num_plays = 0
self.camera = OpenGLCamera()
self.pressed_keys = set()
# Initialize texture map.
self.path_to_texture_id = {}
self.background_color = config["background_color"]
def init_scene(self, scene):
self.partial_movie_files = []
self.file_writer: Any = self._file_writer_class(
self,
scene.__class__.__name__,
)
self.scene = scene
self.background_color = config["background_color"]
if not hasattr(self, "window"):
if self.should_create_window():
from .opengl_renderer_window import Window
self.window = Window(self)
self.context = self.window.ctx
self.frame_buffer_object = self.context.detect_framebuffer()
else:
self.window = None
try:
self.context = moderngl.create_context(standalone=True)
except Exception:
self.context = moderngl.create_context(
standalone=True,
backend="egl",
)
self.frame_buffer_object = self.get_frame_buffer_object(self.context, 0)
self.frame_buffer_object.use()
self.context.enable(moderngl.BLEND)
self.context.wireframe = config["enable_wireframe"]
self.context.blend_func = (
moderngl.SRC_ALPHA,
moderngl.ONE_MINUS_SRC_ALPHA,
moderngl.ONE,
moderngl.ONE,
)
def should_create_window(self):
if config["force_window"]:
logger.warning(
"'--force_window' is enabled, this is intended for debugging purposes "
"and may impact performance if used when outputting files",
)
return True
return (
config["preview"]
and not config["save_last_frame"]
and not config["format"]
and not config["write_to_movie"]
and not config["dry_run"]
)
def get_pixel_shape(self):
if hasattr(self, "frame_buffer_object"):
return self.frame_buffer_object.viewport[2:4]
else:
return None
def refresh_perspective_uniforms(self, camera):
pw, ph = self.get_pixel_shape()
fw, fh = camera.get_shape()
# TODO, this should probably be a mobject uniform, with
# the camera taking care of the conversion factor
anti_alias_width = self.anti_alias_width / (ph / fh)
# Orient light
rotation = camera.inverse_rotation_matrix
light_pos = camera.light_source.get_location()
light_pos = np.dot(rotation, light_pos)
self.perspective_uniforms = {
"frame_shape": camera.get_shape(),
"anti_alias_width": anti_alias_width,
"camera_center": tuple(camera.get_center()),
"camera_rotation": tuple(np.array(rotation).T.flatten()),
"light_source_position": tuple(light_pos),
"focal_distance": camera.get_focal_distance(),
}
def render_mobject(self, mobject):
if isinstance(mobject, OpenGLVMobject):
if config["use_projection_fill_shaders"]:
render_opengl_vectorized_mobject_fill(self, mobject)
if config["use_projection_stroke_shaders"]:
render_opengl_vectorized_mobject_stroke(self, mobject)
shader_wrapper_list = mobject.get_shader_wrapper_list()
# Convert ShaderWrappers to Meshes.
for shader_wrapper in shader_wrapper_list:
shader = Shader(self.context, shader_wrapper.shader_folder)
# Set textures.
for name, path in shader_wrapper.texture_paths.items():
tid = self.get_texture_id(path)
shader.shader_program[name].value = tid
# Set uniforms.
for name, value in it.chain(
shader_wrapper.uniforms.items(),
self.perspective_uniforms.items(),
):
try:
shader.set_uniform(name, value)
except KeyError:
pass
try:
shader.set_uniform(
"u_view_matrix", self.scene.camera.formatted_view_matrix
)
shader.set_uniform(
"u_projection_matrix",
self.scene.camera.projection_matrix,
)
except KeyError:
pass
# Set depth test.
if shader_wrapper.depth_test:
self.context.enable(moderngl.DEPTH_TEST)
else:
self.context.disable(moderngl.DEPTH_TEST)
# Render.
mesh = Mesh(
shader,
shader_wrapper.vert_data,
indices=shader_wrapper.vert_indices,
use_depth_test=shader_wrapper.depth_test,
primitive=mobject.render_primitive,
)
mesh.set_uniforms(self)
mesh.render()
def get_texture_id(self, path):
if repr(path) not in self.path_to_texture_id:
tid = len(self.path_to_texture_id)
texture = self.context.texture(
size=path.size,
components=len(path.getbands()),
data=path.tobytes(),
)
texture.repeat_x = False
texture.repeat_y = False
texture.filter = (moderngl.NEAREST, moderngl.NEAREST)
texture.swizzle = "RRR1" if path.mode == "L" else "RGBA"
texture.use(location=tid)
self.path_to_texture_id[repr(path)] = tid
return self.path_to_texture_id[repr(path)]
def update_skipping_status(self):
"""
This method is used internally to check if the current
animation needs to be skipped or not. It also checks if
the number of animations that were played correspond to
the number of animations that need to be played, and
raises an EndSceneEarlyException if they don't correspond.
"""
# there is always at least one section -> no out of bounds here
if self.file_writer.sections[-1].skip_animations:
self.skip_animations = True
if (
config["from_animation_number"]
and self.num_plays < config["from_animation_number"]
):
self.skip_animations = True
if (
config["upto_animation_number"]
and self.num_plays > config["upto_animation_number"]
):
self.skip_animations = True
raise EndSceneEarlyException()
@handle_caching_play
def play(self, scene, *args, **kwargs):
# TODO: Handle data locking / unlocking.
self.animation_start_time = time.time()
self.file_writer.begin_animation(not self.skip_animations)
scene.compile_animation_data(*args, **kwargs)
scene.begin_animations()
if scene.is_current_animation_frozen_frame():
self.update_frame(scene)
if not self.skip_animations:
for _ in range(int(config.frame_rate * scene.duration)):
self.file_writer.write_frame(self)
if self.window is not None:
self.window.swap_buffers()
while time.time() - self.animation_start_time < scene.duration:
pass
self.animation_elapsed_time = scene.duration
else:
scene.play_internal()
self.file_writer.end_animation(not self.skip_animations)
self.time += scene.duration
self.num_plays += 1
def clear_screen(self):
self.frame_buffer_object.clear(*self.background_color)
self.window.swap_buffers()
def render(self, scene, frame_offset, moving_mobjects):
self.update_frame(scene)
if self.skip_animations:
return
self.file_writer.write_frame(self)
if self.window is not None:
self.window.swap_buffers()
while self.animation_elapsed_time < frame_offset:
self.update_frame(scene)
self.window.swap_buffers()
def update_frame(self, scene):
self.frame_buffer_object.clear(*self.background_color)
self.refresh_perspective_uniforms(scene.camera)
for mobject in scene.mobjects:
if not mobject.should_render:
continue
self.render_mobject(mobject)
for obj in scene.meshes:
for mesh in obj.get_meshes():
mesh.set_uniforms(self)
mesh.render()
self.animation_elapsed_time = time.time() - self.animation_start_time
def scene_finished(self, scene):
# When num_plays is 0, no images have been output, so output a single
# image in this case
if self.num_plays > 0:
self.file_writer.finish()
elif self.num_plays == 0 and config.write_to_movie:
config.write_to_movie = False
if self.should_save_last_frame():
config.save_last_frame = True
self.update_frame(scene)
self.file_writer.save_final_image(self.get_image())
def should_save_last_frame(self):
if config["save_last_frame"]:
return True
if self.scene.interactive_mode:
return False
return self.num_plays == 0
def get_image(self) -> Image.Image:
"""Returns an image from the current frame. The first argument passed to image represents
the mode RGB with the alpha channel A. The data we read is from the currently bound frame
buffer. We pass in 'raw' as the name of the decoder, 0 and -1 args are specifically
used for the decoder tand represent the stride and orientation. 0 means there is no
padding expected between bytes and -1 represents the orientation and means the first
line of the image is the bottom line on the screen.
Returns
-------
PIL.Image
The PIL image of the array.
"""
raw_buffer_data = self.get_raw_frame_buffer_object_data()
image = Image.frombytes(
"RGBA",
self.get_pixel_shape(),
raw_buffer_data,
"raw",
"RGBA",
0,
-1,
)
return image
def save_static_frame_data(self, scene, static_mobjects):
pass
def get_frame_buffer_object(self, context, samples=0):
pixel_width = config["pixel_width"]
pixel_height = config["pixel_height"]
num_channels = 4
return context.framebuffer(
color_attachments=context.texture(
(pixel_width, pixel_height),
components=num_channels,
samples=samples,
),
depth_attachment=context.depth_renderbuffer(
(pixel_width, pixel_height),
samples=samples,
),
)
def get_raw_frame_buffer_object_data(self, dtype="f1"):
# Copy blocks from the fbo_msaa to the drawn fbo using Blit
# pw, ph = self.get_pixel_shape()
# gl.glBindFramebuffer(gl.GL_READ_FRAMEBUFFER, self.fbo_msaa.glo)
# gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, self.fbo.glo)
# gl.glBlitFramebuffer(
# 0, 0, pw, ph, 0, 0, pw, ph, gl.GL_COLOR_BUFFER_BIT, gl.GL_LINEAR
# )
num_channels = 4
ret = self.frame_buffer_object.read(
viewport=self.frame_buffer_object.viewport,
components=num_channels,
dtype=dtype,
)
return ret
def get_frame(self):
# get current pixel values as numpy data in order to test output
raw = self.get_raw_frame_buffer_object_data(dtype="f1")
pixel_shape = self.get_pixel_shape()
result_dimensions = (pixel_shape[1], pixel_shape[0], 4)
np_buf = np.frombuffer(raw, dtype="uint8").reshape(result_dimensions)
np_buf = np.flipud(np_buf)
return np_buf
# Returns offset from the bottom left corner in pixels.
# top_left flag should be set to True when using a GUI framework
# where the (0,0) is at the top left: e.g. PySide6
def pixel_coords_to_space_coords(self, px, py, relative=False, top_left=False):
pixel_shape = self.get_pixel_shape()
if pixel_shape is None:
return np.array([0, 0, 0])
pw, ph = pixel_shape
fw, fh = config["frame_width"], config["frame_height"]
fc = self.camera.get_center()
if relative:
return 2 * np.array([px / pw, py / ph, 0])
else:
# Only scale wrt one axis
scale = fh / ph
return fc + scale * np.array(
[(px - pw / 2), (-1 if top_left else 1) * (py - ph / 2), 0]
)
@property
def background_color(self):
return self._background_color
@background_color.setter
def background_color(self, value):
self._background_color = color_to_rgba(value, 1.0)
|
manim_ManimCommunity/manim/renderer/shader.py
|
from __future__ import annotations
import inspect
import re
import textwrap
from pathlib import Path
import moderngl
import numpy as np
from .. import config
from ..utils import opengl
SHADER_FOLDER = Path(__file__).parent / "shaders"
shader_program_cache: dict = {}
file_path_to_code_map: dict = {}
__all__ = [
"Object3D",
"Mesh",
"Shader",
"FullScreenQuad",
]
def get_shader_code_from_file(file_path: Path) -> str:
if file_path in file_path_to_code_map:
return file_path_to_code_map[file_path]
source = file_path.read_text()
include_lines = re.finditer(
r"^#include (?P<include_path>.*\.glsl)$",
source,
flags=re.MULTILINE,
)
for match in include_lines:
include_path = match.group("include_path")
included_code = get_shader_code_from_file(
file_path.parent / include_path,
)
source = source.replace(match.group(0), included_code)
file_path_to_code_map[file_path] = source
return source
def filter_attributes(unfiltered_attributes, attributes):
# Construct attributes for only those needed by the shader.
filtered_attributes_dtype = []
for i, dtype_name in enumerate(unfiltered_attributes.dtype.names):
if dtype_name in attributes:
filtered_attributes_dtype.append(
(
dtype_name,
unfiltered_attributes.dtype[i].subdtype[0].str,
unfiltered_attributes.dtype[i].shape,
),
)
filtered_attributes = np.zeros(
unfiltered_attributes[unfiltered_attributes.dtype.names[0]].shape[0],
dtype=filtered_attributes_dtype,
)
for dtype_name in unfiltered_attributes.dtype.names:
if dtype_name in attributes:
filtered_attributes[dtype_name] = unfiltered_attributes[dtype_name]
return filtered_attributes
class Object3D:
def __init__(self, *children):
self.model_matrix = np.eye(4)
self.normal_matrix = np.eye(4)
self.children = []
self.parent = None
self.add(*children)
self.init_updaters()
# TODO: Use path_func.
def interpolate(self, start, end, alpha, _):
self.model_matrix = (1 - alpha) * start.model_matrix + alpha * end.model_matrix
self.normal_matrix = (
1 - alpha
) * start.normal_matrix + alpha * end.normal_matrix
def single_copy(self):
copy = Object3D()
copy.model_matrix = self.model_matrix.copy()
copy.normal_matrix = self.normal_matrix.copy()
return copy
def copy(self):
node_to_copy = {}
bfs = [self]
while bfs:
node = bfs.pop(0)
bfs.extend(node.children)
node_copy = node.single_copy()
node_to_copy[node] = node_copy
# Add the copy to the copy of the parent.
if node.parent is not None and node is not self:
node_to_copy[node.parent].add(node_copy)
return node_to_copy[self]
def add(self, *children):
for child in children:
if child.parent is not None:
raise Exception(
"Attempt to add child that's already added to another Object3D",
)
self.remove(*children, current_children_only=False)
self.children.extend(children)
for child in children:
child.parent = self
def remove(self, *children, current_children_only=True):
if current_children_only:
for child in children:
if child.parent != self:
raise Exception(
"Attempt to remove child that isn't added to this Object3D",
)
self.children = list(filter(lambda child: child not in children, self.children))
for child in children:
child.parent = None
def get_position(self):
return self.model_matrix[:, 3][:3]
def set_position(self, position):
self.model_matrix[:, 3][:3] = position
return self
def get_meshes(self):
dfs = [self]
while dfs:
parent = dfs.pop()
if isinstance(parent, Mesh):
yield parent
dfs.extend(parent.children)
def get_family(self):
dfs = [self]
while dfs:
parent = dfs.pop()
yield parent
dfs.extend(parent.children)
def align_data_and_family(self, _):
pass
def hierarchical_model_matrix(self):
if self.parent is None:
return self.model_matrix
model_matrices = [self.model_matrix]
current_object = self
while current_object.parent is not None:
model_matrices.append(current_object.parent.model_matrix)
current_object = current_object.parent
return np.linalg.multi_dot(list(reversed(model_matrices)))
def hierarchical_normal_matrix(self):
if self.parent is None:
return self.normal_matrix[:3, :3]
normal_matrices = [self.normal_matrix]
current_object = self
while current_object.parent is not None:
normal_matrices.append(current_object.parent.model_matrix)
current_object = current_object.parent
return np.linalg.multi_dot(list(reversed(normal_matrices)))[:3, :3]
def init_updaters(self):
self.time_based_updaters = []
self.non_time_updaters = []
self.has_updaters = False
self.updating_suspended = False
def update(self, dt=0):
if not self.has_updaters or self.updating_suspended:
return self
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):
return self.time_based_updaters
def has_time_based_updater(self):
return len(self.time_based_updaters) > 0
def get_updaters(self):
return self.time_based_updaters + self.non_time_updaters
def add_updater(self, update_function, index=None, call_updater=True):
if "dt" in inspect.signature(update_function).parameters:
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()
if call_updater:
self.update()
return self
def remove_updater(self, update_function):
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):
self.time_based_updaters = []
self.non_time_updaters = []
self.refresh_has_updater_status()
return self
def match_updaters(self, mobject):
self.clear_updaters()
for updater in mobject.get_updaters():
self.add_updater(updater)
return self
def suspend_updating(self):
self.updating_suspended = True
return self
def resume_updating(self, call_updater=True):
self.updating_suspended = False
if call_updater:
self.update(dt=0)
return self
def refresh_has_updater_status(self):
self.has_updaters = len(self.get_updaters()) > 0
return self
class Mesh(Object3D):
def __init__(
self,
shader=None,
attributes=None,
geometry=None,
material=None,
indices=None,
use_depth_test=True,
primitive=moderngl.TRIANGLES,
):
super().__init__()
if shader is not None and attributes is not None:
self.shader = shader
self.attributes = attributes
self.indices = indices
elif geometry is not None and material is not None:
self.shader = material
self.attributes = geometry.attributes
self.indices = geometry.index
else:
raise Exception(
"Mesh requires either attributes and a Shader or a Geometry and a "
"Material",
)
self.use_depth_test = use_depth_test
self.primitive = primitive
self.skip_render = False
self.init_updaters()
def single_copy(self):
copy = Mesh(
attributes=self.attributes.copy(),
shader=self.shader,
indices=self.indices.copy() if self.indices is not None else None,
use_depth_test=self.use_depth_test,
primitive=self.primitive,
)
copy.skip_render = self.skip_render
copy.model_matrix = self.model_matrix.copy()
copy.normal_matrix = self.normal_matrix.copy()
# TODO: Copy updaters?
return copy
def set_uniforms(self, renderer):
self.shader.set_uniform(
"u_model_matrix",
opengl.matrix_to_shader_input(self.model_matrix),
)
self.shader.set_uniform("u_view_matrix", renderer.camera.formatted_view_matrix)
self.shader.set_uniform(
"u_projection_matrix",
renderer.camera.projection_matrix,
)
def render(self):
if self.skip_render:
return
if self.use_depth_test:
self.shader.context.enable(moderngl.DEPTH_TEST)
else:
self.shader.context.disable(moderngl.DEPTH_TEST)
from moderngl import Attribute
shader_attributes = []
for k, v in self.shader.shader_program._members.items():
if isinstance(v, Attribute):
shader_attributes.append(k)
shader_attributes = filter_attributes(self.attributes, shader_attributes)
vertex_buffer_object = self.shader.context.buffer(shader_attributes.tobytes())
if self.indices is None:
index_buffer_object = None
else:
vert_index_data = self.indices.astype("i4").tobytes()
if vert_index_data:
index_buffer_object = self.shader.context.buffer(vert_index_data)
else:
index_buffer_object = None
vertex_array_object = self.shader.context.simple_vertex_array(
self.shader.shader_program,
vertex_buffer_object,
*shader_attributes.dtype.names,
index_buffer=index_buffer_object,
)
vertex_array_object.render(self.primitive)
vertex_buffer_object.release()
vertex_array_object.release()
if index_buffer_object is not None:
index_buffer_object.release()
class Shader:
def __init__(
self,
context,
name=None,
source=None,
):
global shader_program_cache
self.context = context
self.name = name
# See if the program is cached.
if (
self.name in shader_program_cache
and shader_program_cache[self.name].ctx == self.context
):
self.shader_program = shader_program_cache[self.name]
elif source is not None:
# Generate the shader from inline code if it was passed.
self.shader_program = context.program(**source)
else:
# Search for a file containing the shader.
source_dict = {}
source_dict_key = {
"vert": "vertex_shader",
"frag": "fragment_shader",
"geom": "geometry_shader",
}
shader_folder = SHADER_FOLDER / name
for shader_file in shader_folder.iterdir():
shader_file_path = shader_folder / shader_file
shader_source = get_shader_code_from_file(shader_file_path)
source_dict[source_dict_key[shader_file_path.stem]] = shader_source
self.shader_program = context.program(**source_dict)
# Cache the shader.
if name is not None and name not in shader_program_cache:
shader_program_cache[self.name] = self.shader_program
def set_uniform(self, name, value):
try:
self.shader_program[name] = value
except KeyError:
pass
class FullScreenQuad(Mesh):
def __init__(
self,
context,
fragment_shader_source=None,
fragment_shader_name=None,
):
if fragment_shader_source is None and fragment_shader_name is None:
raise Exception("Must either pass shader name or shader source.")
if fragment_shader_name is not None:
# Use the name.
shader_file_path = SHADER_FOLDER / f"{fragment_shader_name}.frag"
fragment_shader_source = get_shader_code_from_file(shader_file_path)
elif fragment_shader_source is not None:
fragment_shader_source = textwrap.dedent(fragment_shader_source.lstrip())
shader = Shader(
context,
source={
"vertex_shader": """
#version 330
in vec4 in_vert;
uniform mat4 u_model_view_matrix;
uniform mat4 u_projection_matrix;
void main() {{
vec4 camera_space_vertex = u_model_view_matrix * in_vert;
vec4 clip_space_vertex = u_projection_matrix * camera_space_vertex;
gl_Position = clip_space_vertex;
}}
""",
"fragment_shader": fragment_shader_source,
},
)
attributes = np.zeros(6, dtype=[("in_vert", np.float32, (4,))])
attributes["in_vert"] = np.array(
[
[-config["frame_x_radius"], -config["frame_y_radius"], 0, 1],
[-config["frame_x_radius"], config["frame_y_radius"], 0, 1],
[config["frame_x_radius"], config["frame_y_radius"], 0, 1],
[-config["frame_x_radius"], -config["frame_y_radius"], 0, 1],
[config["frame_x_radius"], -config["frame_y_radius"], 0, 1],
[config["frame_x_radius"], config["frame_y_radius"], 0, 1],
],
)
shader.set_uniform("u_model_view_matrix", opengl.view_matrix())
shader.set_uniform(
"u_projection_matrix",
opengl.orthographic_projection_matrix(),
)
super().__init__(shader, attributes)
def render(self):
super().render()
|
manim_ManimCommunity/manim/renderer/opengl_renderer_window.py
|
from __future__ import annotations
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 .. import __version__, config
__all__ = ["Window"]
class Window(PygletWindow):
fullscreen = False
resizable = True
gl_version = (3, 3)
vsync = True
cursor = True
def __init__(self, renderer, size=config.window_size, **kwargs):
monitors = get_monitors()
mon_index = config.window_monitor
monitor = monitors[min(mon_index, len(monitors) - 1)]
if size == "default":
# make window_width half the width of the monitor
# but make it full screen if --fullscreen
window_width = monitor.width
if not config.fullscreen:
window_width //= 2
# by default window_height = 9/16 * window_width
window_height = int(
window_width * config.frame_height // config.frame_width,
)
size = (window_width, window_height)
else:
size = tuple(size)
super().__init__(size=size)
self.title = f"Manim Community {__version__}"
self.size = size
self.renderer = renderer
mglw.activate_context(window=self)
self.timer = Timer()
self.config = mglw.WindowConfig(ctx=self.ctx, wnd=self, timer=self.timer)
self.timer.start()
self.swap_buffers()
initial_position = self.find_initial_position(size, monitor)
self.position = initial_position
# Delegate event handling to scene.
def on_mouse_motion(self, x, y, dx, dy):
super().on_mouse_motion(x, y, dx, dy)
point = self.renderer.pixel_coords_to_space_coords(x, y)
d_point = self.renderer.pixel_coords_to_space_coords(dx, dy, relative=True)
self.renderer.scene.on_mouse_motion(point, d_point)
def on_mouse_scroll(self, x, y, x_offset: float, y_offset: float):
super().on_mouse_scroll(x, y, x_offset, y_offset)
point = self.renderer.pixel_coords_to_space_coords(x, y)
offset = self.renderer.pixel_coords_to_space_coords(
x_offset,
y_offset,
relative=True,
)
self.renderer.scene.on_mouse_scroll(point, offset)
def on_key_press(self, symbol, modifiers):
self.renderer.pressed_keys.add(symbol)
super().on_key_press(symbol, modifiers)
self.renderer.scene.on_key_press(symbol, modifiers)
def on_key_release(self, symbol, modifiers):
if symbol in self.renderer.pressed_keys:
self.renderer.pressed_keys.remove(symbol)
super().on_key_release(symbol, modifiers)
self.renderer.scene.on_key_release(symbol, modifiers)
def on_mouse_drag(self, x, y, dx, dy, buttons, modifiers):
super().on_mouse_drag(x, y, dx, dy, buttons, modifiers)
point = self.renderer.pixel_coords_to_space_coords(x, y)
d_point = self.renderer.pixel_coords_to_space_coords(dx, dy, relative=True)
self.renderer.scene.on_mouse_drag(point, d_point, buttons, modifiers)
def find_initial_position(self, size, monitor):
custom_position = config.window_position
window_width, window_height = size
# Position might be specified with a string of the form
# x,y for integers x and y
if len(custom_position) == 1:
raise ValueError(
"window_position must specify both Y and X positions (Y/X -> UR). Also accepts LEFT/RIGHT/ORIGIN/UP/DOWN.",
)
# in the form Y/X (UR)
if custom_position in ["LEFT", "RIGHT"]:
custom_position = "O" + custom_position[0]
elif custom_position in ["UP", "DOWN"]:
custom_position = custom_position[0] + "O"
elif custom_position == "ORIGIN":
custom_position = "O" * 2
elif "," 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,
)
def on_mouse_press(self, x, y, button, modifiers):
super().on_mouse_press(x, y, button, modifiers)
point = self.renderer.pixel_coords_to_space_coords(x, y)
mouse_button_map = {
1: "LEFT",
2: "MOUSE",
4: "RIGHT",
}
self.renderer.scene.on_mouse_press(point, mouse_button_map[button], modifiers)
|
manim_ManimCommunity/manim/renderer/shaders/include/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 often include reference to uniforms which are assumed to be part of the surrounding context into which they are inserted.
|
manim_ManimCommunity/manim/mobject/logo.py
|
"""Utilities for Manim's logo and banner."""
from __future__ import annotations
__all__ = ["ManimBanner"]
import svgelements as se
from manim.animation.updaters.update import UpdateFromAlphaFunc
from manim.mobject.geometry.arc import Circle
from manim.mobject.geometry.polygram import Square, Triangle
from .. import constants as cst
from ..animation.animation import override_animation
from ..animation.composition import AnimationGroup, Succession
from ..animation.creation import Create, SpiralIn
from ..animation.fading import FadeIn
from ..mobject.svg.svg_mobject import VMobjectFromSVGPath
from ..mobject.types.vectorized_mobject import VGroup
from ..utils.rate_functions import ease_in_out_cubic, smooth
MANIM_SVG_PATHS: list[se.Path] = [
se.Path( # double stroke letter M
"M4.64259-2.092154L2.739726-6.625156C2.660025-6.824408 2.650062-6.824408 "
"2.381071-6.824408H.52802C.348692-6.824408 .199253-6.824408 .199253-6.645"
"081C.199253-6.475716 .37858-6.475716 .428394-6.475716C.547945-6.475716 ."
"816936-6.455791 1.036115-6.37609V-1.05604C1.036115-.846824 1.036115-.408"
"468 .358655-.348692C.169365-.328767 .169365-.18929 .169365-.179328C.1693"
"65 0 .328767 0 .508095 0H2.052304C2.231631 0 2.381071 0 2.381071-.179328"
"C2.381071-.268991 2.30137-.33873 2.221669-.348692C1.454545-.408468 1.454"
"545-.826899 1.454545-1.05604V-6.017435L1.464508-6.027397L3.895392-.20921"
"5C3.975093-.029888 4.044832 0 4.104608 0C4.224159 0 4.254047-.079701 4.3"
"03861-.199253L6.744707-6.027397L6.75467-6.017435V-1.05604C6.75467-.84682"
"4 6.75467-.408468 6.07721-.348692C5.88792-.328767 5.88792-.18929 5.88792"
"-.179328C5.88792 0 6.047323 0 6.22665 0H8.886675C9.066002 0 9.215442 0 9"
".215442-.179328C9.215442-.268991 9.135741-.33873 9.05604-.348692C8.28891"
"7-.408468 8.288917-.826899 8.288917-1.05604V-5.768369C8.288917-5.977584 "
"8.288917-6.41594 8.966376-6.475716C9.066002-6.485679 9.155666-6.535492 9"
".155666-6.645081C9.155666-6.824408 9.006227-6.824408 8.826899-6.824408H6"
".90411C6.645081-6.824408 6.625156-6.824408 6.535492-6.615193L4.64259-2.0"
"92154ZM4.343711-1.912827C4.423412-1.743462 4.433375-1.733499 4.552927-1."
"693649L4.11457-.637609H4.094645L1.823163-6.057285C1.77335-6.1868 1.69364"
"9-6.356164 1.554172-6.475716H2.420922L4.343711-1.912827ZM1.334994-.34869"
"2H1.165629C1.185554-.37858 1.205479-.408468 1.225405-.428394C1.235367-.4"
"38356 1.235367-.448319 1.24533-.458281L1.334994-.348692ZM7.103362-6.4757"
"16H8.159402C7.940224-6.22665 7.940224-5.967621 7.940224-5.788294V-1.0361"
"15C7.940224-.856787 7.940224-.597758 8.169365-.348692H6.884184C7.103362-"
".597758 7.103362-.856787 7.103362-1.036115V-6.475716Z"
),
se.Path( # letter a
"M1.464508-4.024907C1.464508-4.234122 1.743462-4.393524 2.092154-4.393524"
"C2.669988-4.393524 2.929016-4.124533 2.929016-3.516812V-2.789539C1.77335"
"-2.440847 .249066-2.042341 .249066-.916563C.249066-.308842 .71731 .13947"
"7 1.354919 .139477C1.92279 .139477 2.381071-.059776 2.929016-.557908C3.0"
"38605-.049813 3.257783 .139477 3.745953 .139477C4.174346 .139477 4.48318"
"8-.019925 4.861768-.428394L4.712329-.637609L4.612702-.537983C4.582814-.5"
"08095 4.552927-.498132 4.503113-.498132C4.363636-.498132 4.293898-.58779"
"6 4.293898-.747198V-3.347447C4.293898-4.184309 3.536737-4.712329 2.32129"
"5-4.712329C1.195517-4.712329 .438356-4.204234 .438356-3.457036C.438356-3"
".048568 .67746-2.799502 1.085928-2.799502C1.484433-2.799502 1.763387-3.0"
"38605 1.763387-3.377335C1.763387-3.676214 1.464508-3.88543 1.464508-4.02"
"4907ZM2.919054-.996264C2.650062-.687422 2.450809-.56787 2.211706-.56787C"
"1.912827-.56787 1.703611-.836862 1.703611-1.235367C1.703611-1.8132 2.122"
"042-2.231631 2.919054-2.440847V-.996264Z"
),
se.Path( # letter n
"M2.948941-4.044832C3.297634-4.044832 3.466999-3.775841 3.466999-3.217933"
"V-.806974C3.466999-.438356 3.337484-.278954 2.998755-.239103V0H5.339975V"
"-.239103C4.951432-.268991 4.851806-.388543 4.851806-.806974V-3.307597C4."
"851806-4.164384 4.323786-4.712329 3.506849-4.712329C2.909091-4.712329 2."
"450809-4.433375 2.082192-3.845579V-4.592777H.179328V-4.353674C.617684-4."
"283935 .707347-4.184309 .707347-3.765878V-.836862C.707347-.418431 .62764"
"6-.328767 .179328-.239103V0H2.580324V-.239103C2.211706-.288917 2.092154-"
".438356 2.092154-.806974V-3.466999C2.092154-3.576588 2.530511-4.044832 2"
".948941-4.044832Z"
),
se.Path( # letter i
"M2.15193-4.592777H.239103V-4.353674C.67746-4.26401 .767123-4.174346 .767"
"123-3.765878V-.836862C.767123-.428394 .697385-.348692 .239103-.239103V0H"
"2.6401V-.239103C2.291407-.288917 2.15193-.428394 2.15193-.806974V-4.5927"
"77ZM1.454545-6.884184C1.026152-6.884184 .67746-6.535492 .67746-6.117061C"
".67746-5.668742 1.006227-5.339975 1.444583-5.339975S2.221669-5.668742 2."
"221669-6.107098C2.221669-6.535492 1.882939-6.884184 1.454545-6.884184Z"
),
se.Path( # letter m
"M2.929016-4.044832C3.317559-4.044832 3.466999-3.815691 3.466999-3.217933"
"V-.806974C3.466999-.398506 3.35741-.268991 2.988792-.239103V0H5.32005V-."
"239103C4.971357-.278954 4.851806-.428394 4.851806-.806974V-3.466999C4.85"
"1806-3.576588 5.310087-4.044832 5.69863-4.044832C6.07721-4.044832 6.2266"
"5-3.805729 6.22665-3.217933V-.806974C6.22665-.388543 6.117061-.268991 5."
"738481-.239103V0H8.109589V-.239103C7.721046-.259029 7.611457-.37858 7.61"
"1457-.806974V-3.307597C7.611457-4.164384 7.083437-4.712329 6.266501-4.71"
"2329C5.69863-4.712329 5.32005-4.483188 4.801993-3.845579C4.503113-4.4732"
"25 4.154421-4.712329 3.526775-4.712329S2.440847-4.443337 2.062267-3.8455"
"79V-4.592777H.179328V-4.353674C.617684-4.293898 .707347-4.174346 .707347"
"-3.765878V-.836862C.707347-.428394 .617684-.318804 .179328-.239103V0H2.5"
"50436V-.239103C2.201743-.288917 2.092154-.428394 2.092154-.806974V-3.466"
"999C2.092154-3.58655 2.530511-4.044832 2.929016-4.044832Z"
),
]
class ManimBanner(VGroup):
r"""Convenience class representing Manim's banner.
Can be animated using custom methods.
Parameters
----------
dark_theme
If ``True`` (the default), the dark theme version of the logo
(with light text font) will be rendered. Otherwise, if ``False``,
the light theme version (with dark text font) is used.
Examples
--------
.. manim:: DarkThemeBanner
class DarkThemeBanner(Scene):
def construct(self):
banner = ManimBanner()
self.play(banner.create())
self.play(banner.expand())
self.wait()
self.play(Unwrite(banner))
.. manim:: LightThemeBanner
class LightThemeBanner(Scene):
def construct(self):
self.camera.background_color = "#ece6e2"
banner = ManimBanner(dark_theme=False)
self.play(banner.create())
self.play(banner.expand())
self.wait()
self.play(Unwrite(banner))
"""
def __init__(self, dark_theme: bool = True):
super().__init__()
logo_green = "#81b29a"
logo_blue = "#454866"
logo_red = "#e07a5f"
m_height_over_anim_height = 0.75748
self.font_color = "#ece6e2" if dark_theme else "#343434"
self.scale_factor = 1
self.M = VMobjectFromSVGPath(MANIM_SVG_PATHS[0]).flip(cst.RIGHT).center()
self.M.set(stroke_width=0).scale(
7 * cst.DEFAULT_FONT_SIZE * cst.SCALE_FACTOR_PER_FONT_POINT
)
self.M.set_fill(color=self.font_color, opacity=1).shift(
2.25 * cst.LEFT + 1.5 * cst.UP
)
self.circle = Circle(color=logo_green, fill_opacity=1).shift(cst.LEFT)
self.square = Square(color=logo_blue, fill_opacity=1).shift(cst.UP)
self.triangle = Triangle(color=logo_red, fill_opacity=1).shift(cst.RIGHT)
self.shapes = VGroup(self.triangle, self.square, self.circle)
self.add(self.shapes, self.M)
self.move_to(cst.ORIGIN)
anim = VGroup()
for ind, path in enumerate(MANIM_SVG_PATHS[1:]):
tex = VMobjectFromSVGPath(path).flip(cst.RIGHT).center()
tex.set(stroke_width=0).scale(
cst.DEFAULT_FONT_SIZE * cst.SCALE_FACTOR_PER_FONT_POINT
)
if ind > 0:
tex.next_to(anim, buff=0.01)
tex.align_to(self.M, cst.DOWN)
anim.add(tex)
anim.set_fill(color=self.font_color, opacity=1)
anim.height = m_height_over_anim_height * self.M.height
# Note: "anim" is only shown in the expanded state
# and thus not yet added to the submobjects of self.
self.anim = anim
def scale(self, scale_factor: float, **kwargs) -> ManimBanner:
"""Scale the banner by the specified scale factor.
Parameters
----------
scale_factor
The factor used for scaling the banner.
Returns
-------
:class:`~.ManimBanner`
The scaled banner.
"""
self.scale_factor *= scale_factor
# Note: self.anim is only added to self after expand()
if self.anim not in self.submobjects:
self.anim.scale(scale_factor, **kwargs)
return super().scale(scale_factor, **kwargs)
@override_animation(Create)
def create(self, run_time: float = 2) -> AnimationGroup:
"""The creation animation for Manim's logo.
Parameters
----------
run_time
The run time of the animation.
Returns
-------
:class:`~.AnimationGroup`
An animation to be used in a :meth:`.Scene.play` call.
"""
return AnimationGroup(
SpiralIn(self.shapes, run_time=run_time),
FadeIn(self.M, run_time=run_time / 2),
lag_ratio=0.1,
)
def expand(self, run_time: float = 1.5, direction="center") -> Succession:
"""An animation that expands Manim's logo into its banner.
The returned animation transforms the banner from its initial
state (representing Manim's logo with just the icons) to its
expanded state (showing the full name together with the icons).
See the class documentation for how to use this.
.. note::
Before calling this method, the text "anim" is not a
submobject of the banner object. After the expansion,
it is added as a submobject so subsequent animations
to the banner object apply to the text "anim" as well.
Parameters
----------
run_time
The run time of the animation.
direction
The direction in which the logo is expanded.
Returns
-------
:class:`~.Succession`
An animation to be used in a :meth:`.Scene.play` call.
Examples
--------
.. manim:: ExpandDirections
class ExpandDirections(Scene):
def construct(self):
banners = [ManimBanner().scale(0.5).shift(UP*x) for x in [-2, 0, 2]]
self.play(
banners[0].expand(direction="right"),
banners[1].expand(direction="center"),
banners[2].expand(direction="left"),
)
"""
if direction not in ["left", "right", "center"]:
raise ValueError("direction must be 'left', 'right' or 'center'.")
m_shape_offset = 6.25 * self.scale_factor
shape_sliding_overshoot = self.scale_factor * 0.8
m_anim_buff = 0.06
self.anim.next_to(self.M, buff=m_anim_buff).align_to(self.M, cst.DOWN)
self.anim.set_opacity(0)
self.shapes.save_state()
m_clone = self.anim[-1].copy()
self.add(m_clone)
m_clone.move_to(self.shapes)
self.M.save_state()
left_group = VGroup(self.M, self.anim, m_clone)
def shift(vector):
self.shapes.restore()
left_group.align_to(self.M.saved_state, cst.LEFT)
if direction == "right":
self.shapes.shift(vector)
elif direction == "center":
self.shapes.shift(vector / 2)
left_group.shift(-vector / 2)
elif direction == "left":
left_group.shift(-vector)
def slide_and_uncover(mob, alpha):
shift(alpha * (m_shape_offset + shape_sliding_overshoot) * cst.RIGHT)
# Add letters when they are covered
for letter in mob.anim:
if mob.square.get_center()[0] > letter.get_center()[0]:
letter.set_opacity(1)
self.add_to_back(letter)
# Finish animation
if alpha == 1:
self.remove(*[self.anim])
self.add_to_back(self.anim)
mob.shapes.set_z_index(0)
mob.shapes.save_state()
mob.M.save_state()
def slide_back(mob, alpha):
if alpha == 0:
m_clone.set_opacity(1)
m_clone.move_to(mob.anim[-1])
mob.anim.set_opacity(1)
shift(alpha * shape_sliding_overshoot * cst.LEFT)
if alpha == 1:
mob.remove(m_clone)
mob.add_to_back(mob.shapes)
return Succession(
UpdateFromAlphaFunc(
self,
slide_and_uncover,
run_time=run_time * 2 / 3,
rate_func=ease_in_out_cubic,
),
UpdateFromAlphaFunc(
self,
slide_back,
run_time=run_time * 1 / 3,
rate_func=smooth,
),
)
|
manim_ManimCommunity/manim/mobject/matrix.py
|
r"""Mobjects representing matrices.
Examples
--------
.. manim:: MatrixExamples
:save_last_frame:
class MatrixExamples(Scene):
def construct(self):
m0 = Matrix([["\\pi", 0], [-1, 1]])
m1 = IntegerMatrix([[1.5, 0.], [12, -1.3]],
left_bracket="(",
right_bracket=")")
m2 = DecimalMatrix(
[[3.456, 2.122], [33.2244, 12.33]],
element_to_mobject_config={"num_decimal_places": 2},
left_bracket="\\{",
right_bracket="\\}")
m3 = MobjectMatrix(
[[Circle().scale(0.3), Square().scale(0.3)],
[MathTex("\\pi").scale(2), Star().scale(0.3)]],
left_bracket="\\langle",
right_bracket="\\rangle")
g = Group(m0, m1, m2, m3).arrange_in_grid(buff=2)
self.add(g)
"""
from __future__ import annotations
__all__ = [
"Matrix",
"DecimalMatrix",
"IntegerMatrix",
"MobjectMatrix",
"matrix_to_tex_string",
"matrix_to_mobject",
"get_det_text",
]
import itertools as it
from typing import Iterable, Sequence
import numpy as np
from manim.mobject.mobject import Mobject
from manim.mobject.opengl.opengl_compatibility import ConvertToOpenGL
from manim.mobject.text.numbers import DecimalNumber, Integer
from manim.mobject.text.tex_mobject import MathTex, Tex
from ..constants import *
from ..mobject.types.vectorized_mobject import VGroup, VMobject
# TO DO : The following two functions are not used in this file.
# Not sure if we should keep it or not.
def matrix_to_tex_string(matrix):
matrix = np.array(matrix).astype("str")
if matrix.ndim == 1:
matrix = matrix.reshape((matrix.size, 1))
n_rows, n_cols = matrix.shape
prefix = "\\left[ \\begin{array}{%s}" % ("c" * n_cols)
suffix = "\\end{array} \\right]"
rows = [" & ".join(row) for row in matrix]
return prefix + " \\\\ ".join(rows) + suffix
def matrix_to_mobject(matrix):
return MathTex(matrix_to_tex_string(matrix))
class Matrix(VMobject, metaclass=ConvertToOpenGL):
"""A mobject that displays a matrix on the screen.
Parameters
----------
matrix
A numpy 2d array or list of lists.
v_buff
Vertical distance between elements, by default 0.8.
h_buff
Horizontal distance between elements, by default 1.3.
bracket_h_buff
Distance of the brackets from the matrix, by default ``MED_SMALL_BUFF``.
bracket_v_buff
Height of the brackets, by default ``MED_SMALL_BUFF``.
add_background_rectangles_to_entries
``True`` if should add backgraound rectangles to entries, by default ``False``.
include_background_rectangle
``True`` if should include background rectangle, by default ``False``.
element_to_mobject
The mobject class used to construct the elements, by default :class:`~.MathTex`.
element_to_mobject_config
Additional arguments to be passed to the constructor in ``element_to_mobject``,
by default ``{}``.
element_alignment_corner
The corner to which elements are aligned, by default ``DR``.
left_bracket
The left bracket type, by default ``"["``.
right_bracket
The right bracket type, by default ``"]"``.
stretch_brackets
``True`` if should stretch the brackets to fit the height of matrix contents, by default ``True``.
bracket_config
Additional arguments to be passed to :class:`~.MathTex` when constructing
the brackets.
Examples
--------
The first example shows a variety of uses of this module while the second example
exlpains the use of the options `add_background_rectangles_to_entries` and
`include_background_rectangle`.
.. manim:: MatrixExamples
:save_last_frame:
class MatrixExamples(Scene):
def construct(self):
m0 = Matrix([[2, "\\pi"], [-1, 1]])
m1 = Matrix([[2, 0, 4], [-1, 1, 5]],
v_buff=1.3,
h_buff=0.8,
bracket_h_buff=SMALL_BUFF,
bracket_v_buff=SMALL_BUFF,
left_bracket="\\{",
right_bracket="\\}")
m1.add(SurroundingRectangle(m1.get_columns()[1]))
m2 = Matrix([[2, 1], [-1, 3]],
element_alignment_corner=UL,
left_bracket="(",
right_bracket=")")
m3 = Matrix([[2, 1], [-1, 3]],
left_bracket="\\\\langle",
right_bracket="\\\\rangle")
m4 = Matrix([[2, 1], [-1, 3]],
).set_column_colors(RED, GREEN)
m5 = Matrix([[2, 1], [-1, 3]],
).set_row_colors(RED, GREEN)
g = Group(
m0,m1,m2,m3,m4,m5
).arrange_in_grid(buff=2)
self.add(g)
.. manim:: BackgroundRectanglesExample
:save_last_frame:
class BackgroundRectanglesExample(Scene):
def construct(self):
background= Rectangle().scale(3.2)
background.set_fill(opacity=.5)
background.set_color([TEAL, RED, YELLOW])
self.add(background)
m0 = Matrix([[12, -30], [-1, 15]],
add_background_rectangles_to_entries=True)
m1 = Matrix([[2, 0], [-1, 1]],
include_background_rectangle=True)
m2 = Matrix([[12, -30], [-1, 15]])
g = Group(m0, m1, m2).arrange(buff=2)
self.add(g)
"""
def __init__(
self,
matrix: Iterable,
v_buff: float = 0.8,
h_buff: float = 1.3,
bracket_h_buff: float = MED_SMALL_BUFF,
bracket_v_buff: float = MED_SMALL_BUFF,
add_background_rectangles_to_entries: bool = False,
include_background_rectangle: bool = False,
element_to_mobject: type[MathTex] = MathTex,
element_to_mobject_config: dict = {},
element_alignment_corner: Sequence[float] = DR,
left_bracket: str = "[",
right_bracket: str = "]",
stretch_brackets: bool = True,
bracket_config: dict = {},
**kwargs,
):
self.v_buff = v_buff
self.h_buff = h_buff
self.bracket_h_buff = bracket_h_buff
self.bracket_v_buff = bracket_v_buff
self.add_background_rectangles_to_entries = add_background_rectangles_to_entries
self.include_background_rectangle = include_background_rectangle
self.element_to_mobject = element_to_mobject
self.element_to_mobject_config = element_to_mobject_config
self.element_alignment_corner = element_alignment_corner
self.left_bracket = left_bracket
self.right_bracket = right_bracket
self.stretch_brackets = stretch_brackets
super().__init__(**kwargs)
mob_matrix = self._matrix_to_mob_matrix(matrix)
self._organize_mob_matrix(mob_matrix)
self.elements = VGroup(*it.chain(*mob_matrix))
self.add(self.elements)
self._add_brackets(self.left_bracket, self.right_bracket, **bracket_config)
self.center()
self.mob_matrix = mob_matrix
if self.add_background_rectangles_to_entries:
for mob in self.elements:
mob.add_background_rectangle()
if self.include_background_rectangle:
self.add_background_rectangle()
def _matrix_to_mob_matrix(self, matrix):
return [
[
self.element_to_mobject(item, **self.element_to_mobject_config)
for item in row
]
for row in matrix
]
def _organize_mob_matrix(self, matrix):
for i, row in enumerate(matrix):
for j, _ in enumerate(row):
mob = matrix[i][j]
mob.move_to(
i * self.v_buff * DOWN + j * self.h_buff * RIGHT,
self.element_alignment_corner,
)
return self
def _add_brackets(self, left: str = "[", right: str = "]", **kwargs):
"""Adds the brackets to the Matrix mobject.
See Latex document for various bracket types.
Parameters
----------
left
the left bracket, by default "["
right
the right bracket, by default "]"
Returns
-------
:class:`Matrix`
The current matrix object (self).
"""
# Height per row of LaTeX array with default settings
BRACKET_HEIGHT = 0.5977
n = int((self.height) / BRACKET_HEIGHT) + 1
empty_tex_array = "".join(
[
r"\begin{array}{c}",
*n * [r"\quad \\"],
r"\end{array}",
]
)
tex_left = "".join(
[
r"\left" + left,
empty_tex_array,
r"\right.",
]
)
tex_right = "".join(
[
r"\left.",
empty_tex_array,
r"\right" + right,
]
)
l_bracket = MathTex(tex_left, **kwargs)
r_bracket = MathTex(tex_right, **kwargs)
bracket_pair = VGroup(l_bracket, r_bracket)
if self.stretch_brackets:
bracket_pair.stretch_to_fit_height(self.height + 2 * self.bracket_v_buff)
l_bracket.next_to(self, LEFT, self.bracket_h_buff)
r_bracket.next_to(self, RIGHT, self.bracket_h_buff)
self.brackets = bracket_pair
self.add(l_bracket, r_bracket)
return self
def get_columns(self):
"""Return columns of the matrix as VGroups.
Returns
--------
List[:class:`~.VGroup`]
Each VGroup contains a column of the matrix.
Examples
--------
.. manim:: GetColumnsExample
:save_last_frame:
class GetColumnsExample(Scene):
def construct(self):
m0 = Matrix([["\\pi", 3], [1, 5]])
m0.add(SurroundingRectangle(m0.get_columns()[1]))
self.add(m0)
"""
return VGroup(
*(
VGroup(*(row[i] for row in self.mob_matrix))
for i in range(len(self.mob_matrix[0]))
)
)
def set_column_colors(self, *colors: str):
"""Set individual colors for each columns of the matrix.
Parameters
----------
colors
The list of colors; each color specified corresponds to a column.
Returns
-------
:class:`Matrix`
The current matrix object (self).
Examples
--------
.. manim:: SetColumnColorsExample
:save_last_frame:
class SetColumnColorsExample(Scene):
def construct(self):
m0 = Matrix([["\\pi", 1], [-1, 3]],
).set_column_colors([RED,BLUE], GREEN)
self.add(m0)
"""
columns = self.get_columns()
for color, column in zip(colors, columns):
column.set_color(color)
return self
def get_rows(self):
"""Return rows of the matrix as VGroups.
Returns
--------
List[:class:`~.VGroup`]
Each VGroup contains a row of the matrix.
Examples
--------
.. manim:: GetRowsExample
:save_last_frame:
class GetRowsExample(Scene):
def construct(self):
m0 = Matrix([["\\pi", 3], [1, 5]])
m0.add(SurroundingRectangle(m0.get_rows()[1]))
self.add(m0)
"""
return VGroup(*(VGroup(*row) for row in self.mob_matrix))
def set_row_colors(self, *colors: str):
"""Set individual colors for each row of the matrix.
Parameters
----------
colors
The list of colors; each color specified corresponds to a row.
Returns
-------
:class:`Matrix`
The current matrix object (self).
Examples
--------
.. manim:: SetRowColorsExample
:save_last_frame:
class SetRowColorsExample(Scene):
def construct(self):
m0 = Matrix([["\\pi", 1], [-1, 3]],
).set_row_colors([RED,BLUE], GREEN)
self.add(m0)
"""
rows = self.get_rows()
for color, row in zip(colors, rows):
row.set_color(color)
return self
def add_background_to_entries(self):
"""Add a black background rectangle to the matrix,
see above for an example.
Returns
-------
:class:`Matrix`
The current matrix object (self).
"""
for mob in self.get_entries():
mob.add_background_rectangle()
return self
def get_mob_matrix(self):
"""Return the underlying mob matrix mobjects.
Returns
--------
List[:class:`~.VGroup`]
Each VGroup contains a row of the matrix.
"""
return self.mob_matrix
def get_entries(self):
"""Return the individual entries of the matrix.
Returns
--------
:class:`~.VGroup`
VGroup containing entries of the matrix.
Examples
--------
.. manim:: GetEntriesExample
:save_last_frame:
class GetEntriesExample(Scene):
def construct(self):
m0 = Matrix([[2, 3], [1, 5]])
ent = m0.get_entries()
colors = [BLUE, GREEN, YELLOW, RED]
for k in range(len(colors)):
ent[k].set_color(colors[k])
self.add(m0)
"""
return self.elements
def get_brackets(self):
"""Return the bracket mobjects.
Returns
--------
List[:class:`~.VGroup`]
Each VGroup contains a bracket
Examples
--------
.. manim:: GetBracketsExample
:save_last_frame:
class GetBracketsExample(Scene):
def construct(self):
m0 = Matrix([["\\pi", 3], [1, 5]])
bra = m0.get_brackets()
colors = [BLUE, GREEN]
for k in range(len(colors)):
bra[k].set_color(colors[k])
self.add(m0)
"""
return self.brackets
class DecimalMatrix(Matrix):
"""A mobject that displays a matrix with decimal entries on the screen.
Examples
--------
.. manim:: DecimalMatrixExample
:save_last_frame:
class DecimalMatrixExample(Scene):
def construct(self):
m0 = DecimalMatrix(
[[3.456, 2.122], [33.2244, 12]],
element_to_mobject_config={"num_decimal_places": 2},
left_bracket="\\{",
right_bracket="\\}")
self.add(m0)
"""
def __init__(
self,
matrix: Iterable,
element_to_mobject: Mobject = DecimalNumber,
element_to_mobject_config: dict[str, Mobject] = {"num_decimal_places": 1},
**kwargs,
):
"""
Will round/truncate the decimal places as per the provided config.
Parameters
----------
matrix
A numpy 2d array or list of lists
element_to_mobject
Mobject to use, by default DecimalNumber
element_to_mobject_config
Config for the desired mobject, by default {"num_decimal_places": 1}
"""
super().__init__(
matrix,
element_to_mobject=element_to_mobject,
element_to_mobject_config=element_to_mobject_config,
**kwargs,
)
class IntegerMatrix(Matrix):
"""A mobject that displays a matrix with integer entries on the screen.
Examples
--------
.. manim:: IntegerMatrixExample
:save_last_frame:
class IntegerMatrixExample(Scene):
def construct(self):
m0 = IntegerMatrix(
[[3.7, 2], [42.2, 12]],
left_bracket="(",
right_bracket=")")
self.add(m0)
"""
def __init__(
self, matrix: Iterable, element_to_mobject: Mobject = Integer, **kwargs
):
"""
Will round if there are decimal entries in the matrix.
Parameters
----------
matrix
A numpy 2d array or list of lists
element_to_mobject
Mobject to use, by default Integer
"""
super().__init__(matrix, element_to_mobject=element_to_mobject, **kwargs)
class MobjectMatrix(Matrix):
"""A mobject that displays a matrix of mobject entries on the screen.
Examples
--------
.. manim:: MobjectMatrixExample
:save_last_frame:
class MobjectMatrixExample(Scene):
def construct(self):
a = Circle().scale(0.3)
b = Square().scale(0.3)
c = MathTex("\\pi").scale(2)
d = Star().scale(0.3)
m0 = MobjectMatrix([[a, b], [c, d]])
self.add(m0)
"""
def __init__(self, matrix, element_to_mobject=lambda m: m, **kwargs):
super().__init__(matrix, element_to_mobject=element_to_mobject, **kwargs)
def get_det_text(
matrix: Matrix,
determinant: int | str | None = None,
background_rect: bool = False,
initial_scale_factor: float = 2,
):
r"""Helper function to create determinant.
Parameters
----------
matrix
The matrix whose determinant is to be created
determinant
The value of the determinant of the matrix
background_rect
The background rectangle
initial_scale_factor
The scale of the text `det` w.r.t the matrix
Returns
--------
:class:`~.VGroup`
A VGroup containing the determinant
Examples
--------
.. manim:: DeterminantOfAMatrix
:save_last_frame:
class DeterminantOfAMatrix(Scene):
def construct(self):
matrix = Matrix([
[2, 0],
[-1, 1]
])
# scaling down the `det` string
det = get_det_text(matrix,
determinant=3,
initial_scale_factor=1)
# must add the matrix
self.add(matrix)
self.add(det)
"""
parens = MathTex("(", ")")
parens.scale(initial_scale_factor)
parens.stretch_to_fit_height(matrix.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 = Tex("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 = MathTex("=")
eq.next_to(r_paren, RIGHT, buff=0.1)
result = MathTex(str(determinant))
result.next_to(eq, RIGHT, buff=0.2)
det_text.add(eq, result)
return det_text
|
manim_ManimCommunity/manim/mobject/value_tracker.py
|
"""Simple mobjects that can be used for storing (and updating) a value."""
from __future__ import annotations
__all__ = ["ValueTracker", "ComplexValueTracker"]
import numpy as np
from manim.mobject.mobject import Mobject
from manim.mobject.opengl.opengl_compatibility import ConvertToOpenGL
from manim.utils.paths import straight_path
class ValueTracker(Mobject, metaclass=ConvertToOpenGL):
"""A mobject that can be used for tracking (real-valued) parameters.
Useful for animating parameter changes.
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.
This value changes continuously when animated using the :attr:`animate` syntax.
Examples
--------
.. manim:: ValueTrackerExample
class ValueTrackerExample(Scene):
def construct(self):
number_line = NumberLine()
pointer = Vector(DOWN)
label = MathTex("x").add_updater(lambda m: m.next_to(pointer, UP))
tracker = ValueTracker(0)
pointer.add_updater(
lambda m: m.next_to(
number_line.n2p(tracker.get_value()),
UP
)
)
self.add(number_line, pointer,label)
tracker += 1.5
self.wait(1)
tracker -= 4
self.wait(0.5)
self.play(tracker.animate.set_value(5))
self.wait(0.5)
self.play(tracker.animate.set_value(3))
self.play(tracker.animate.increment_value(-2))
self.wait(0.5)
.. note::
You can also link ValueTrackers to updaters. In this case, you have to make sure that the
ValueTracker is added to the scene by ``add``
.. manim:: ValueTrackerExample
class ValueTrackerExample(Scene):
def construct(self):
tracker = ValueTracker(0)
label = Dot(radius=3).add_updater(lambda x : x.set_x(tracker.get_value()))
self.add(label)
self.add(tracker)
tracker.add_updater(lambda mobject, dt: mobject.increment_value(dt))
self.wait(2)
"""
def __init__(self, value=0, **kwargs):
super().__init__(**kwargs)
self.set(points=np.zeros((1, 3)))
self.set_value(value)
def get_value(self) -> float:
"""Get the current value of this ValueTracker."""
return self.points[0, 0]
def set_value(self, value: float):
"""Sets a new scalar value to the ValueTracker"""
self.points[0, 0] = value
return self
def increment_value(self, d_value: float):
"""Increments (adds) a scalar value to the ValueTracker"""
self.set_value(self.get_value() + d_value)
return self
def __bool__(self):
"""Return whether the value of this value tracker evaluates as true."""
return bool(self.get_value())
def __iadd__(self, d_value: float):
"""adds ``+=`` syntax to increment the value of the ValueTracker"""
self.increment_value(d_value)
return self
def __ifloordiv__(self, d_value: float):
"""Set the value of this value tracker to the floor division of the current value by ``d_value``."""
self.set_value(self.get_value() // d_value)
return self
def __imod__(self, d_value: float):
"""Set the value of this value tracker to the current value modulo ``d_value``."""
self.set_value(self.get_value() % d_value)
return self
def __imul__(self, d_value: float):
"""Set the value of this value tracker to the product of the current value and ``d_value``."""
self.set_value(self.get_value() * d_value)
return self
def __ipow__(self, d_value: float):
"""Set the value of this value tracker to the current value raised to the power of ``d_value``."""
self.set_value(self.get_value() ** d_value)
return self
def __isub__(self, d_value: float):
"""adds ``-=`` syntax to decrement the value of the ValueTracker"""
self.increment_value(-d_value)
return self
def __itruediv__(self, d_value: float):
"""Sets the value of this value tracker to the current value divided by ``d_value``."""
self.set_value(self.get_value() / d_value)
return self
def interpolate(self, mobject1, mobject2, alpha, path_func=straight_path()):
"""
Turns self into an interpolation between mobject1
and mobject2.
"""
self.set(points=path_func(mobject1.points, mobject2.points, alpha))
return self
class ComplexValueTracker(ValueTracker):
"""Tracks a complex-valued parameter.
When the value is set through :attr:`animate`, the value will take a straight path from the
source point to the destination point.
Examples
--------
.. manim:: ComplexValueTrackerExample
class ComplexValueTrackerExample(Scene):
def construct(self):
tracker = ComplexValueTracker(-2+1j)
dot = Dot().add_updater(
lambda x: x.move_to(tracker.points)
)
self.add(NumberPlane(), dot)
self.play(tracker.animate.set_value(3+2j))
self.play(tracker.animate.set_value(tracker.get_value() * 1j))
self.play(tracker.animate.set_value(tracker.get_value() - 2j))
self.play(tracker.animate.set_value(tracker.get_value() / (-2 + 3j)))
"""
def get_value(self):
"""Get the current value of this value tracker as a complex number.
The value is internally stored as a points array [a, b, 0]. This can be accessed directly
to represent the value geometrically, see the usage example."""
return complex(*self.points[0, :2])
def set_value(self, z):
"""Sets a new complex value to the ComplexValueTracker"""
z = complex(z)
self.points[0, :2] = (z.real, z.imag)
return self
|
manim_ManimCommunity/manim/mobject/__init__.py
| |
manim_ManimCommunity/manim/mobject/mobject.py
|
"""Base classes for objects that can be displayed."""
from __future__ import annotations
__all__ = ["Mobject", "Group", "override_animate"]
import copy
import inspect
import itertools as it
import math
import operator as op
import random
import sys
import types
import warnings
from functools import partialmethod, reduce
from pathlib import Path
from typing import TYPE_CHECKING, Callable, Iterable, Literal, TypeVar, Union
import numpy as np
from typing_extensions import Self, TypeAlias
from manim.mobject.opengl.opengl_compatibility import ConvertToOpenGL
from .. import config, logger
from ..constants import *
from ..utils.color import (
BLACK,
WHITE,
YELLOW_C,
ManimColor,
ParsableManimColor,
color_gradient,
interpolate_color,
)
from ..utils.exceptions import MultiAnimationOverrideException
from ..utils.iterables import list_update, remove_list_redundancies
from ..utils.paths import straight_path
from ..utils.space_ops import angle_between_vectors, normalize, rotation_matrix
# TODO: Explain array_attrs
TimeBasedUpdater: TypeAlias = Callable[["Mobject", float], None]
NonTimeBasedUpdater: TypeAlias = Callable[["Mobject"], None]
Updater: TypeAlias = Union[NonTimeBasedUpdater, TimeBasedUpdater]
T = TypeVar("T", bound="Mobject")
if TYPE_CHECKING:
from manim.typing import (
FunctionOverride,
Image,
ManimFloat,
ManimInt,
MappingFunction,
PathFuncType,
Point3D,
Point3D_Array,
Vector3D,
)
from ..animation.animation import Animation
class Mobject:
"""Mathematical Object: base class for objects that can be displayed on screen.
There is a compatibility layer that allows for
getting and setting generic attributes with ``get_*``
and ``set_*`` methods. See :meth:`set` for more details.
Attributes
----------
submobjects : List[:class:`Mobject`]
The contained objects.
points : :class:`numpy.ndarray`
The points of the objects.
.. seealso::
:class:`~.VMobject`
"""
animation_overrides = {}
@classmethod
def __init_subclass__(cls, **kwargs) -> None:
super().__init_subclass__(**kwargs)
cls.animation_overrides: dict[
type[Animation],
FunctionOverride,
] = {}
cls._add_intrinsic_animation_overrides()
cls._original__init__ = cls.__init__
def __init__(
self,
color: ParsableManimColor | list[ParsableManimColor] = WHITE,
name: str | None = None,
dim: int = 3,
target=None,
z_index: float = 0,
) -> None:
self.name = self.__class__.__name__ if name is None else name
self.dim = dim
self.target = target
self.z_index = z_index
self.point_hash = None
self.submobjects = []
self.updaters: list[Updater] = []
self.updating_suspended = False
self.color = ManimColor.parse(color)
self.reset_points()
self.generate_points()
self.init_colors()
@classmethod
def animation_override_for(
cls,
animation_class: type[Animation],
) -> FunctionOverride | None:
"""Returns the function defining a specific animation override for this class.
Parameters
----------
animation_class
The animation class for which the override function should be returned.
Returns
-------
Optional[Callable[[Mobject, ...], Animation]]
The function returning the override animation or ``None`` if no such animation
override is defined.
"""
if animation_class in cls.animation_overrides:
return cls.animation_overrides[animation_class]
return None
@classmethod
def _add_intrinsic_animation_overrides(cls) -> None:
"""Initializes animation overrides marked with the :func:`~.override_animation`
decorator.
"""
for method_name in dir(cls):
# Ignore dunder methods
if method_name.startswith("__"):
continue
method = getattr(cls, method_name)
if hasattr(method, "_override_animation"):
animation_class = method._override_animation
cls.add_animation_override(animation_class, method)
@classmethod
def add_animation_override(
cls,
animation_class: type[Animation],
override_func: FunctionOverride,
) -> None:
"""Add an animation override.
This does not apply to subclasses.
Parameters
----------
animation_class
The animation type to be overridden
override_func
The function returning an animation replacing the default animation. It gets
passed the parameters given to the animation constructor.
Raises
------
MultiAnimationOverrideException
If the overridden animation was already overridden.
"""
if animation_class not in cls.animation_overrides:
cls.animation_overrides[animation_class] = override_func
else:
raise MultiAnimationOverrideException(
f"The animation {animation_class.__name__} for "
f"{cls.__name__} is overridden by more than one method: "
f"{cls.animation_overrides[animation_class].__qualname__} and "
f"{override_func.__qualname__}.",
)
@classmethod
def set_default(cls, **kwargs) -> None:
"""Sets the default values of keyword arguments.
If this method is called without any additional keyword
arguments, the original default values of the initialization
method of this class are restored.
Parameters
----------
kwargs
Passing any keyword argument will update the default
values of the keyword arguments of the initialization
function of this class.
Examples
--------
::
>>> from manim import Square, GREEN
>>> Square.set_default(color=GREEN, fill_opacity=0.25)
>>> s = Square(); s.color, s.fill_opacity
(ManimColor('#83C167'), 0.25)
>>> Square.set_default()
>>> s = Square(); s.color, s.fill_opacity
(ManimColor('#FFFFFF'), 0.0)
.. manim:: ChangedDefaultTextcolor
:save_last_frame:
config.background_color = WHITE
class ChangedDefaultTextcolor(Scene):
def construct(self):
Text.set_default(color=BLACK)
self.add(Text("Changing default values is easy!"))
# we revert the colour back to the default to prevent a bug in the docs.
Text.set_default(color=WHITE)
"""
if kwargs:
cls.__init__ = partialmethod(cls.__init__, **kwargs)
else:
cls.__init__ = cls._original__init__
@property
def animate(self: T) -> _AnimationBuilder | T:
"""Used to animate the application of any method of :code:`self`.
Any method called on :code:`animate` is converted to an animation of applying
that method on the mobject itself.
For example, :code:`square.set_fill(WHITE)` sets the fill color of a square,
while :code:`square.animate.set_fill(WHITE)` animates this action.
Multiple methods can be put in a single animation once via chaining:
::
self.play(my_mobject.animate.shift(RIGHT).rotate(PI))
.. warning::
Passing multiple animations for the same :class:`Mobject` in one
call to :meth:`~.Scene.play` is discouraged and will most likely
not work properly. Instead of writing an animation like
::
self.play(my_mobject.animate.shift(RIGHT), my_mobject.animate.rotate(PI))
make use of method chaining.
Keyword arguments that can be passed to :meth:`.Scene.play` can be passed
directly after accessing ``.animate``, like so::
self.play(my_mobject.animate(rate_func=linear).shift(RIGHT))
This is especially useful when animating simultaneous ``.animate`` calls that
you want to behave differently::
self.play(
mobject1.animate(run_time=2).rotate(PI),
mobject2.animate(rate_func=there_and_back).shift(RIGHT),
)
.. seealso::
:func:`override_animate`
Examples
--------
.. manim:: AnimateExample
class AnimateExample(Scene):
def construct(self):
s = Square()
self.play(Create(s))
self.play(s.animate.shift(RIGHT))
self.play(s.animate.scale(2))
self.play(s.animate.rotate(PI / 2))
self.play(Uncreate(s))
.. manim:: AnimateChainExample
class AnimateChainExample(Scene):
def construct(self):
s = Square()
self.play(Create(s))
self.play(s.animate.shift(RIGHT).scale(2).rotate(PI / 2))
self.play(Uncreate(s))
.. manim:: AnimateWithArgsExample
class AnimateWithArgsExample(Scene):
def construct(self):
s = Square()
c = Circle()
VGroup(s, c).arrange(RIGHT, buff=2)
self.add(s, c)
self.play(
s.animate(run_time=2).rotate(PI / 2),
c.animate(rate_func=there_and_back).shift(RIGHT),
)
.. warning::
``.animate``
will interpolate the :class:`~.Mobject` between its points prior to
``.animate`` and its points after applying ``.animate`` to it. This may
result in unexpected behavior when attempting to interpolate along paths,
or rotations.
If you want animations to consider the points between, consider using
:class:`~.ValueTracker` with updaters instead.
"""
return _AnimationBuilder(self)
def __deepcopy__(self, clone_from_id) -> Self:
cls = self.__class__
result = cls.__new__(cls)
clone_from_id[id(self)] = result
for k, v in self.__dict__.items():
setattr(result, k, copy.deepcopy(v, clone_from_id))
result.original_id = str(id(self))
return result
def __repr__(self) -> str:
return str(self.name)
def reset_points(self) -> None:
"""Sets :attr:`points` to be an empty array."""
self.points = np.zeros((0, self.dim))
def init_colors(self) -> None:
"""Initializes the colors.
Gets called upon creation. This is an empty method that can be implemented by
subclasses.
"""
def generate_points(self) -> None:
"""Initializes :attr:`points` and therefore the shape.
Gets called upon creation. This is an empty method that can be implemented by
subclasses.
"""
def add(self, *mobjects: Mobject) -> Self:
"""Add mobjects as submobjects.
The mobjects are added to :attr:`submobjects`.
Subclasses of mobject may implement ``+`` and ``+=`` dunder methods.
Parameters
----------
mobjects
The mobjects to add.
Returns
-------
:class:`Mobject`
``self``
Raises
------
:class:`ValueError`
When a mobject tries to add itself.
:class:`TypeError`
When trying to add an object that is not an instance of :class:`Mobject`.
Notes
-----
A mobject cannot contain itself, and it cannot contain a submobject
more than once. If the parent mobject is displayed, the newly-added
submobjects will also be displayed (i.e. they are automatically added
to the parent Scene).
See Also
--------
:meth:`remove`
:meth:`add_to_back`
Examples
--------
::
>>> outer = Mobject()
>>> inner = Mobject()
>>> outer = outer.add(inner)
Duplicates are not added again::
>>> outer = outer.add(inner)
>>> len(outer.submobjects)
1
Adding an object to itself raises an error::
>>> outer.add(outer)
Traceback (most recent call last):
...
ValueError: Mobject cannot contain self
A given mobject cannot be added as a submobject
twice to some parent::
>>> parent = Mobject(name="parent")
>>> child = Mobject(name="child")
>>> parent.add(child, child)
[...] WARNING ...
parent
>>> parent.submobjects
[child]
"""
for m in mobjects:
if not isinstance(m, Mobject):
raise TypeError("All submobjects must be of type Mobject")
if m is self:
raise ValueError("Mobject cannot contain self")
unique_mobjects = remove_list_redundancies(mobjects)
if len(mobjects) != len(unique_mobjects):
logger.warning(
"Attempted adding some Mobject as a child more than once, "
"this is not possible. Repetitions are ignored.",
)
self.submobjects = list_update(self.submobjects, unique_mobjects)
return self
def insert(self, index: int, mobject: Mobject) -> None:
"""Inserts a mobject at a specific position into self.submobjects
Effectively just calls ``self.submobjects.insert(index, mobject)``,
where ``self.submobjects`` is a list.
Highly adapted from ``Mobject.add``.
Parameters
----------
index
The index at which
mobject
The mobject to be inserted.
"""
if not isinstance(mobject, Mobject):
raise TypeError("All submobjects must be of type Mobject")
if mobject is self:
raise ValueError("Mobject cannot contain self")
self.submobjects.insert(index, mobject)
def __add__(self, mobject: Mobject):
raise NotImplementedError
def __iadd__(self, mobject: Mobject):
raise NotImplementedError
def add_to_back(self, *mobjects: Mobject) -> Self:
"""Add all passed mobjects to the back of the submobjects.
If :attr:`submobjects` already contains the given mobjects, they just get moved
to the back instead.
Parameters
----------
mobjects
The mobjects to add.
Returns
-------
:class:`Mobject`
``self``
.. note::
Technically, this is done by adding (or moving) the mobjects to
the head of :attr:`submobjects`. The head of this list is rendered
first, which places the corresponding mobjects behind the
subsequent list members.
Raises
------
:class:`ValueError`
When a mobject tries to add itself.
:class:`TypeError`
When trying to add an object that is not an instance of :class:`Mobject`.
Notes
-----
A mobject cannot contain itself, and it cannot contain a submobject
more than once. If the parent mobject is displayed, the newly-added
submobjects will also be displayed (i.e. they are automatically added
to the parent Scene).
See Also
--------
:meth:`remove`
:meth:`add`
"""
if self in mobjects:
raise ValueError("A mobject shouldn't contain itself")
for mobject in mobjects:
if not isinstance(mobject, Mobject):
raise TypeError("All submobjects must be of type Mobject")
self.remove(*mobjects)
# dict.fromkeys() removes duplicates while maintaining order
self.submobjects = list(dict.fromkeys(mobjects)) + self.submobjects
return self
def remove(self, *mobjects: Mobject) -> Self:
"""Remove :attr:`submobjects`.
The mobjects are removed from :attr:`submobjects`, if they exist.
Subclasses of mobject may implement ``-`` and ``-=`` dunder methods.
Parameters
----------
mobjects
The mobjects to remove.
Returns
-------
:class:`Mobject`
``self``
See Also
--------
:meth:`add`
"""
for mobject in mobjects:
if mobject in self.submobjects:
self.submobjects.remove(mobject)
return self
def __sub__(self, other):
raise NotImplementedError
def __isub__(self, other):
raise NotImplementedError
def set(self, **kwargs) -> Self:
"""Sets attributes.
I.e. ``my_mobject.set(foo=1)`` applies ``my_mobject.foo = 1``.
This is a convenience to be used along with :attr:`animate` to
animate setting attributes.
In addition to this method, there is a compatibility
layer that allows ``get_*`` and ``set_*`` methods to
get and set generic attributes. For instance::
>>> mob = Mobject()
>>> mob.set_foo(0)
Mobject
>>> mob.get_foo()
0
>>> mob.foo
0
This compatibility layer does not interfere with any
``get_*`` or ``set_*`` methods that are explicitly
defined.
.. warning::
This compatibility layer is for backwards compatibility
and is not guaranteed to stay around. Where applicable,
please prefer getting/setting attributes normally or with
the :meth:`set` method.
Parameters
----------
**kwargs
The attributes and corresponding values to set.
Returns
-------
:class:`Mobject`
``self``
Examples
--------
::
>>> mob = Mobject()
>>> mob.set(foo=0)
Mobject
>>> mob.foo
0
"""
for attr, value in kwargs.items():
setattr(self, attr, value)
return self
def __getattr__(self, attr: str) -> types.MethodType:
# Add automatic compatibility layer
# between properties and get_* and set_*
# methods.
#
# In python 3.9+ we could change this
# logic to use str.remove_prefix instead.
if attr.startswith("get_"):
# Remove the "get_" prefix
to_get = attr[4:]
def getter(self):
warnings.warn(
"This method is not guaranteed to stay around. Please prefer "
"getting the attribute normally.",
DeprecationWarning,
stacklevel=2,
)
return getattr(self, to_get)
# Return a bound method
return types.MethodType(getter, self)
if attr.startswith("set_"):
# Remove the "set_" prefix
to_set = attr[4:]
def setter(self, value):
warnings.warn(
"This method is not guaranteed to stay around. Please prefer "
"setting the attribute normally or with Mobject.set().",
DeprecationWarning,
stacklevel=2,
)
setattr(self, to_set, value)
return self
# Return a bound method
return types.MethodType(setter, self)
# Unhandled attribute, therefore error
raise AttributeError(f"{type(self).__name__} object has no attribute '{attr}'")
@property
def width(self) -> float:
"""The width of the mobject.
Returns
-------
:class:`float`
Examples
--------
.. manim:: WidthExample
class WidthExample(Scene):
def construct(self):
decimal = DecimalNumber().to_edge(UP)
rect = Rectangle(color=BLUE)
rect_copy = rect.copy().set_stroke(GRAY, opacity=0.5)
decimal.add_updater(lambda d: d.set_value(rect.width))
self.add(rect_copy, rect, decimal)
self.play(rect.animate.set(width=7))
self.wait()
See also
--------
:meth:`length_over_dim`
"""
# Get the length across the X dimension
return self.length_over_dim(0)
@width.setter
def width(self, value: float):
self.scale_to_fit_width(value)
@property
def height(self) -> float:
"""The height of the mobject.
Returns
-------
:class:`float`
Examples
--------
.. manim:: HeightExample
class HeightExample(Scene):
def construct(self):
decimal = DecimalNumber().to_edge(UP)
rect = Rectangle(color=BLUE)
rect_copy = rect.copy().set_stroke(GRAY, opacity=0.5)
decimal.add_updater(lambda d: d.set_value(rect.height))
self.add(rect_copy, rect, decimal)
self.play(rect.animate.set(height=5))
self.wait()
See also
--------
:meth:`length_over_dim`
"""
# Get the length across the Y dimension
return self.length_over_dim(1)
@height.setter
def height(self, value: float):
self.scale_to_fit_height(value)
@property
def depth(self) -> float:
"""The depth of the mobject.
Returns
-------
:class:`float`
See also
--------
:meth:`length_over_dim`
"""
# Get the length across the Z dimension
return self.length_over_dim(2)
@depth.setter
def depth(self, value: float):
self.scale_to_fit_depth(value)
# Can't be staticmethod because of point_cloud_mobject.py
def get_array_attrs(self) -> list[Literal["points"]]:
return ["points"]
def apply_over_attr_arrays(self, func: MappingFunction) -> Self:
for attr in self.get_array_attrs():
setattr(self, attr, func(getattr(self, attr)))
return self
# Displaying
def get_image(self, camera=None) -> Image:
if camera is None:
from ..camera.camera import Camera
camera = Camera()
camera.capture_mobject(self)
return camera.get_image()
def show(self, camera=None) -> None:
self.get_image(camera=camera).show()
def save_image(self, name: str | None = None) -> None:
"""Saves an image of only this :class:`Mobject` at its position to a png
file."""
self.get_image().save(
Path(config.get_dir("video_dir")).joinpath((name or str(self)) + ".png"),
)
def copy(self) -> Self:
"""Create and return an identical copy of the :class:`Mobject` including all
:attr:`submobjects`.
Returns
-------
:class:`Mobject`
The copy.
Note
----
The clone is initially not visible in the Scene, even if the original was.
"""
return copy.deepcopy(self)
def generate_target(self, use_deepcopy: bool = False) -> Self:
self.target = None # Prevent unbounded linear recursion
if use_deepcopy:
self.target = copy.deepcopy(self)
else:
self.target = self.copy()
return self.target
# Updating
def update(self, dt: float = 0, recursive: bool = True) -> Self:
"""Apply all updaters.
Does nothing if updating is suspended.
Parameters
----------
dt
The parameter ``dt`` to pass to the update functions. Usually this is the
time in seconds since the last call of ``update``.
recursive
Whether to recursively update all submobjects.
Returns
-------
:class:`Mobject`
``self``
See Also
--------
:meth:`add_updater`
:meth:`get_updaters`
"""
if self.updating_suspended:
return self
for updater in self.updaters:
if "dt" in inspect.signature(updater).parameters:
updater(self, dt)
else:
updater(self)
if recursive:
for submob in self.submobjects:
submob.update(dt, recursive)
return self
def get_time_based_updaters(self) -> list[TimeBasedUpdater]:
"""Return all updaters using the ``dt`` parameter.
The updaters use this parameter as the input for difference in time.
Returns
-------
List[:class:`Callable`]
The list of time based updaters.
See Also
--------
:meth:`get_updaters`
:meth:`has_time_based_updater`
"""
return [
updater
for updater in self.updaters
if "dt" in inspect.signature(updater).parameters
]
def has_time_based_updater(self) -> bool:
"""Test if ``self`` has a time based updater.
Returns
-------
class:`bool`
``True`` if at least one updater uses the ``dt`` parameter, ``False``
otherwise.
See Also
--------
:meth:`get_time_based_updaters`
"""
return any(
"dt" in inspect.signature(updater).parameters for updater in self.updaters
)
def get_updaters(self) -> list[Updater]:
"""Return all updaters.
Returns
-------
List[:class:`Callable`]
The list of updaters.
See Also
--------
:meth:`add_updater`
:meth:`get_time_based_updaters`
"""
return self.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 = False,
) -> Self:
"""Add an update function to this mobject.
Update functions, or updaters in short, are functions that are applied to the
Mobject in every frame.
Parameters
----------
update_function
The update function to be added.
Whenever :meth:`update` is called, this update function gets called using
``self`` as the first parameter.
The updater can have a second parameter ``dt``. If it uses this parameter,
it gets called using a second value ``dt``, usually representing the time
in seconds since the last call of :meth:`update`.
index
The index at which the new updater should be added in ``self.updaters``.
In case ``index`` is ``None`` the updater will be added at the end.
call_updater
Whether or not to call the updater initially. If ``True``, the updater will
be called using ``dt=0``.
Returns
-------
:class:`Mobject`
``self``
Examples
--------
.. manim:: NextToUpdater
class NextToUpdater(Scene):
def construct(self):
def dot_position(mobject):
mobject.set_value(dot.get_center()[0])
mobject.next_to(dot)
dot = Dot(RIGHT*3)
label = DecimalNumber()
label.add_updater(dot_position)
self.add(dot, label)
self.play(Rotating(dot, about_point=ORIGIN, angle=TAU, run_time=TAU, rate_func=linear))
.. manim:: DtUpdater
class DtUpdater(Scene):
def construct(self):
square = Square()
#Let the square rotate 90° per second
square.add_updater(lambda mobject, dt: mobject.rotate(dt*90*DEGREES))
self.add(square)
self.wait(2)
See also
--------
:meth:`get_updaters`
:meth:`remove_updater`
:class:`~.UpdateFromFunc`
"""
if index is None:
self.updaters.append(update_function)
else:
self.updaters.insert(index, update_function)
if call_updater:
parameters = inspect.signature(update_function).parameters
if "dt" in parameters:
update_function(self, 0)
else:
update_function(self)
return self
def remove_updater(self, update_function: Updater) -> Self:
"""Remove an updater.
If the same updater is applied multiple times, every instance gets removed.
Parameters
----------
update_function
The update function to be removed.
Returns
-------
:class:`Mobject`
``self``
See also
--------
:meth:`clear_updaters`
:meth:`add_updater`
:meth:`get_updaters`
"""
while update_function in self.updaters:
self.updaters.remove(update_function)
return self
def clear_updaters(self, recursive: bool = True) -> Self:
"""Remove every updater.
Parameters
----------
recursive
Whether to recursively call ``clear_updaters`` on all submobjects.
Returns
-------
:class:`Mobject`
``self``
See also
--------
:meth:`remove_updater`
:meth:`add_updater`
:meth:`get_updaters`
"""
self.updaters = []
if recursive:
for submob in self.submobjects:
submob.clear_updaters()
return self
def match_updaters(self, mobject: Mobject) -> Self:
"""Match the updaters of the given mobject.
Parameters
----------
mobject
The mobject whose updaters get matched.
Returns
-------
:class:`Mobject`
``self``
Note
----
All updaters from submobjects are removed, but only updaters of the given
mobject are matched, not those of it's submobjects.
See also
--------
:meth:`add_updater`
:meth:`clear_updaters`
"""
self.clear_updaters()
for updater in mobject.get_updaters():
self.add_updater(updater)
return self
def suspend_updating(self, recursive: bool = True) -> Self:
"""Disable updating from updaters and animations.
Parameters
----------
recursive
Whether to recursively suspend updating on all submobjects.
Returns
-------
:class:`Mobject`
``self``
See also
--------
:meth:`resume_updating`
:meth:`add_updater`
"""
self.updating_suspended = True
if recursive:
for submob in self.submobjects:
submob.suspend_updating(recursive)
return self
def resume_updating(self, recursive: bool = True) -> Self:
"""Enable updating from updaters and animations.
Parameters
----------
recursive
Whether to recursively enable updating on all submobjects.
Returns
-------
:class:`Mobject`
``self``
See also
--------
:meth:`suspend_updating`
:meth:`add_updater`
"""
self.updating_suspended = False
if recursive:
for submob in self.submobjects:
submob.resume_updating(recursive)
self.update(dt=0, recursive=recursive)
return self
# Transforming operations
def apply_to_family(self, func: Callable[[Mobject], None]) -> None:
"""Apply a function to ``self`` and every submobject with points recursively.
Parameters
----------
func
The function to apply to each mobject. ``func`` gets passed the respective
(sub)mobject as parameter.
Returns
-------
:class:`Mobject`
``self``
See also
--------
:meth:`family_members_with_points`
"""
for mob in self.family_members_with_points():
func(mob)
def shift(self, *vectors: Vector3D) -> Self:
"""Shift by the given vectors.
Parameters
----------
vectors
Vectors to shift by. If multiple vectors are given, they are added
together.
Returns
-------
:class:`Mobject`
``self``
See also
--------
:meth:`move_to`
"""
total_vector = reduce(op.add, vectors)
for mob in self.family_members_with_points():
mob.points = mob.points.astype("float")
mob.points += total_vector
return self
def scale(self, scale_factor: float, **kwargs) -> Self:
r"""Scale the size by a factor.
Default behavior is to scale about the center of the mobject.
Parameters
----------
scale_factor
The scaling factor :math:`\alpha`. If :math:`0 < |\alpha| < 1`, the mobject
will shrink, and for :math:`|\alpha| > 1` it will grow. Furthermore,
if :math:`\alpha < 0`, the mobject is also flipped.
kwargs
Additional keyword arguments passed to
:meth:`apply_points_function_about_point`.
Returns
-------
:class:`Mobject`
``self``
Examples
--------
.. manim:: MobjectScaleExample
:save_last_frame:
class MobjectScaleExample(Scene):
def construct(self):
f1 = Text("F")
f2 = Text("F").scale(2)
f3 = Text("F").scale(0.5)
f4 = Text("F").scale(-1)
vgroup = VGroup(f1, f2, f3, f4).arrange(6 * RIGHT)
self.add(vgroup)
See also
--------
:meth:`move_to`
"""
self.apply_points_function_about_point(
lambda points: scale_factor * points, **kwargs
)
return self
def rotate_about_origin(self, angle: float, axis: Vector3D = OUT, axes=[]) -> Self:
"""Rotates the :class:`~.Mobject` about the ORIGIN, which is at [0,0,0]."""
return self.rotate(angle, axis, about_point=ORIGIN)
def rotate(
self,
angle: float,
axis: Vector3D = OUT,
about_point: Point3D | None = None,
**kwargs,
) -> Self:
"""Rotates the :class:`~.Mobject` about a certain point."""
rot_matrix = rotation_matrix(angle, axis)
self.apply_points_function_about_point(
lambda points: np.dot(points, rot_matrix.T), about_point, **kwargs
)
return self
def flip(self, axis: Vector3D = UP, **kwargs) -> Self:
"""Flips/Mirrors an mobject about its center.
Examples
--------
.. manim:: FlipExample
:save_last_frame:
class FlipExample(Scene):
def construct(self):
s= Line(LEFT, RIGHT+UP).shift(4*LEFT)
self.add(s)
s2= s.copy().flip()
self.add(s2)
"""
return self.rotate(TAU / 2, axis, **kwargs)
def stretch(self, factor: float, dim: int, **kwargs) -> Self:
def func(points):
points[:, dim] *= factor
return points
self.apply_points_function_about_point(func, **kwargs)
return self
def apply_function(self, function: MappingFunction, **kwargs) -> Self:
# Default to applying matrix about the origin, not mobjects center
if len(kwargs) == 0:
kwargs["about_point"] = ORIGIN
self.apply_points_function_about_point(
lambda points: np.apply_along_axis(function, 1, points), **kwargs
)
return self
def apply_function_to_position(self, function: MappingFunction) -> Self:
self.move_to(function(self.get_center()))
return self
def apply_function_to_submobject_positions(self, function: MappingFunction) -> Self:
for submob in self.submobjects:
submob.apply_function_to_position(function)
return self
def apply_matrix(self, matrix, **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_about_point(
lambda points: np.dot(points, full_matrix.T), **kwargs
)
return self
def apply_complex_function(
self, function: Callable[[complex], complex], **kwargs
) -> Self:
"""Applies a complex function to a :class:`Mobject`.
The x and y Point3Ds correspond to the real and imaginary parts respectively.
Example
-------
.. manim:: ApplyFuncExample
class ApplyFuncExample(Scene):
def construct(self):
circ = Circle().scale(1.5)
circ_ref = circ.copy()
circ.apply_complex_function(
lambda x: np.exp(x*1j)
)
t = ValueTracker(0)
circ.add_updater(
lambda x: x.become(circ_ref.copy().apply_complex_function(
lambda x: np.exp(x+t.get_value()*1j)
)).set_color(BLUE)
)
self.add(circ_ref)
self.play(TransformFromCopy(circ_ref, circ))
self.play(t.animate.set_value(TAU), run_time=3)
"""
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)
def reverse_points(self) -> Self:
for mob in self.family_members_with_points():
mob.apply_over_attr_arrays(lambda arr: np.array(list(reversed(arr))))
return self
def repeat(self, count: int) -> Self:
"""This can make transition animations nicer"""
def repeat_array(array):
return reduce(lambda a1, a2: np.append(a1, a2, axis=0), [array] * count)
for mob in self.family_members_with_points():
mob.apply_over_attr_arrays(repeat_array)
return self
# In place operations.
# Note, much of these are now redundant with default behavior of
# above methods
def apply_points_function_about_point(
self,
func: MappingFunction,
about_point: Point3D = None,
about_edge=None,
) -> Self:
if about_point is None:
if about_edge is None:
about_edge = ORIGIN
about_point = self.get_critical_point(about_edge)
for mob in self.family_members_with_points():
mob.points -= about_point
mob.points = func(mob.points)
mob.points += about_point
return self
def pose_at_angle(self, **kwargs):
self.rotate(TAU / 14, RIGHT + UP, **kwargs)
return self
# Positioning methods
def center(self) -> Self:
"""Moves the center of the mobject to the center of the scene.
Returns
-------
:class:`.Mobject`
The centered mobject.
"""
self.shift(-self.get_center())
return self
def align_on_border(
self, direction: Vector3D, 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) * (
config["frame_x_radius"],
config["frame_y_radius"],
0,
)
point_to_align = self.get_critical_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: Vector3D = DL, buff: float = DEFAULT_MOBJECT_TO_EDGE_BUFFER
) -> Self:
"""Moves this :class:`~.Mobject` to the given corner of the screen.
Returns
-------
:class:`.Mobject`
The newly positioned mobject.
Examples
--------
.. manim:: ToCornerExample
:save_last_frame:
class ToCornerExample(Scene):
def construct(self):
c = Circle()
c.to_corner(UR)
t = Tex("To the corner!")
t2 = MathTex("x^3").shift(DOWN)
self.add(c,t,t2)
t.to_corner(DL, buff=0)
t2.to_corner(UL, buff=1.5)
"""
return self.align_on_border(corner, buff)
def to_edge(
self, edge: Vector3D = LEFT, buff: float = DEFAULT_MOBJECT_TO_EDGE_BUFFER
) -> Self:
"""Moves this :class:`~.Mobject` to the given edge of the screen,
without affecting its position in the other dimension.
Returns
-------
:class:`.Mobject`
The newly positioned mobject.
Examples
--------
.. manim:: ToEdgeExample
:save_last_frame:
class ToEdgeExample(Scene):
def construct(self):
tex_top = Tex("I am at the top!")
tex_top.to_edge(UP)
tex_side = Tex("I am moving to the side!")
c = Circle().shift(2*DOWN)
self.add(tex_top, tex_side)
tex_side.to_edge(LEFT)
c.to_edge(RIGHT, buff=0)
"""
return self.align_on_border(edge, buff)
def next_to(
self,
mobject_or_point: Mobject | Point3D,
direction: Vector3D = RIGHT,
buff: float = DEFAULT_MOBJECT_TO_MOBJECT_BUFFER,
aligned_edge: Vector3D = ORIGIN,
submobject_to_align: Mobject | None = None,
index_of_submobject_to_align: int | None = None,
coor_mask: Vector3D = np.array([1, 1, 1]),
) -> Self:
"""Move this :class:`~.Mobject` next to another's :class:`~.Mobject` or Point3D.
Examples
--------
.. manim:: GeometricShapes
:save_last_frame:
class GeometricShapes(Scene):
def construct(self):
d = Dot()
c = Circle()
s = Square()
t = Triangle()
d.next_to(c, RIGHT)
s.next_to(c, LEFT)
t.next_to(c, DOWN)
self.add(d, c, s, t)
"""
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_critical_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_critical_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 = [config["frame_x_radius"], config["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):
if self.get_left()[0] > config["frame_x_radius"]:
return True
if self.get_right()[0] < -config["frame_x_radius"]:
return True
if self.get_bottom()[1] > config["frame_y_radius"]:
return True
if self.get_top()[1] < -config["frame_y_radius"]:
return True
return False
def stretch_about_point(self, factor: float, dim: int, point: Point3D) -> Self:
return self.stretch(factor, dim, about_point=point)
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 scale_to_fit_width(self, width: float, **kwargs) -> Self:
"""Scales the :class:`~.Mobject` to fit a width while keeping height/depth proportional.
Returns
-------
:class:`Mobject`
``self``
Examples
--------
::
>>> from manim import *
>>> sq = Square()
>>> sq.height
2.0
>>> sq.scale_to_fit_width(5)
Square
>>> sq.width
5.0
>>> sq.height
5.0
"""
return self.rescale_to_fit(width, 0, stretch=False, **kwargs)
def stretch_to_fit_width(self, width: float, **kwargs) -> Self:
"""Stretches the :class:`~.Mobject` to fit a width, not keeping height/depth proportional.
Returns
-------
:class:`Mobject`
``self``
Examples
--------
::
>>> from manim import *
>>> sq = Square()
>>> sq.height
2.0
>>> sq.stretch_to_fit_width(5)
Square
>>> sq.width
5.0
>>> sq.height
2.0
"""
return self.rescale_to_fit(width, 0, stretch=True, **kwargs)
def scale_to_fit_height(self, height: float, **kwargs) -> Self:
"""Scales the :class:`~.Mobject` to fit a height while keeping width/depth proportional.
Returns
-------
:class:`Mobject`
``self``
Examples
--------
::
>>> from manim import *
>>> sq = Square()
>>> sq.width
2.0
>>> sq.scale_to_fit_height(5)
Square
>>> sq.height
5.0
>>> sq.width
5.0
"""
return self.rescale_to_fit(height, 1, stretch=False, **kwargs)
def stretch_to_fit_height(self, height: float, **kwargs) -> Self:
"""Stretches the :class:`~.Mobject` to fit a height, not keeping width/depth proportional.
Returns
-------
:class:`Mobject`
``self``
Examples
--------
::
>>> from manim import *
>>> sq = Square()
>>> sq.width
2.0
>>> sq.stretch_to_fit_height(5)
Square
>>> sq.height
5.0
>>> sq.width
2.0
"""
return self.rescale_to_fit(height, 1, stretch=True, **kwargs)
def scale_to_fit_depth(self, depth: float, **kwargs) -> Self:
"""Scales the :class:`~.Mobject` to fit a depth while keeping width/height proportional."""
return self.rescale_to_fit(depth, 2, stretch=False, **kwargs)
def stretch_to_fit_depth(self, depth: float, **kwargs) -> Self:
"""Stretches the :class:`~.Mobject` to fit a depth, not keeping width/height proportional."""
return self.rescale_to_fit(depth, 2, stretch=True, **kwargs)
def set_coord(self, value, dim: int, direction: Vector3D = 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: Vector3D = ORIGIN) -> Self:
"""Set x value of the center of the :class:`~.Mobject` (``int`` or ``float``)"""
return self.set_coord(x, 0, direction)
def set_y(self, y: float, direction: Vector3D = ORIGIN) -> Self:
"""Set y value of the center of the :class:`~.Mobject` (``int`` or ``float``)"""
return self.set_coord(y, 1, direction)
def set_z(self, z: float, direction: Vector3D = ORIGIN) -> Self:
"""Set z value of the center of the :class:`~.Mobject` (``int`` or ``float``)"""
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(1.0 / factor)
return self
def move_to(
self,
point_or_mobject: Point3D | Mobject,
aligned_edge: Vector3D = ORIGIN,
coor_mask: Vector3D = np.array([1, 1, 1]),
) -> Self:
"""Move center of the :class:`~.Mobject` to certain Point3D."""
if isinstance(point_or_mobject, Mobject):
target = point_or_mobject.get_critical_point(aligned_edge)
else:
target = point_or_mobject
point_to_align = self.get_critical_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:
raise Warning("Attempting to replace mobject with no points")
if stretch:
self.stretch_to_fit_width(mobject.width)
self.stretch_to_fit_height(mobject.height)
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: Point3D, end: Point3D) -> 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 = np.array(end) - np.array(start)
axis = (
normalize(np.cross(curr_vect, target_vect))
if np.linalg.norm(np.cross(curr_vect, target_vect)) != 0
else OUT
)
self.scale(
np.linalg.norm(target_vect) / np.linalg.norm(curr_vect),
about_point=curr_start,
)
self.rotate(
angle_between_vectors(curr_vect, target_vect),
about_point=curr_start,
axis=axis,
)
self.shift(start - curr_start)
return self
# Background rectangle
def add_background_rectangle(
self, color: ParsableManimColor | None = None, opacity: float = 0.75, **kwargs
) -> Self:
"""Add a BackgroundRectangle as submobject.
The BackgroundRectangle is added behind other submobjects.
This can be used to increase the mobjects visibility in front of a noisy background.
Parameters
----------
color
The color of the BackgroundRectangle
opacity
The opacity of the BackgroundRectangle
kwargs
Additional keyword arguments passed to the BackgroundRectangle constructor
Returns
-------
:class:`Mobject`
``self``
See Also
--------
:meth:`add_to_back`
:class:`~.BackgroundRectangle`
"""
# TODO, this does not behave well when the mobject has points,
# since it gets displayed on top
from manim.mobject.geometry.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
# Color functions
def set_color(
self, color: ParsableManimColor = YELLOW_C, family: bool = True
) -> Self:
"""Condition is function which takes in one arguments, (x, y, z).
Here it just recurses to submobjects, but in subclasses this
should be further implemented based on the the inner workings
of color
"""
if family:
for submob in self.submobjects:
submob.set_color(color, family=family)
self.color = ManimColor.parse(color)
return self
def set_color_by_gradient(self, *colors: ParsableManimColor) -> Self:
"""
Parameters
----------
colors
The colors to use for the gradient. Use like `set_color_by_gradient(RED, BLUE, GREEN)`.
self.color = ManimColor.parse(color)
return self
"""
self.set_submobject_colors_by_gradient(*colors)
return self
def set_colors_by_radial_gradient(
self,
center: Point3D | None = None,
radius: float = 1,
inner_color: ParsableManimColor = WHITE,
outer_color: ParsableManimColor = BLACK,
) -> Self:
self.set_submobject_colors_by_radial_gradient(
center,
radius,
inner_color,
outer_color,
)
return self
def set_submobject_colors_by_gradient(self, *colors: Iterable[ParsableManimColor]):
if len(colors) == 0:
raise ValueError("Need at least one color")
elif len(colors) == 1:
return self.set_color(*colors)
mobs = self.family_members_with_points()
new_colors = color_gradient(colors, len(mobs))
for mob, color in zip(mobs, new_colors):
mob.set_color(color, family=False)
return self
def set_submobject_colors_by_radial_gradient(
self,
center: Point3D | None = None,
radius: float = 1,
inner_color: ParsableManimColor = WHITE,
outer_color: ParsableManimColor = BLACK,
) -> Self:
if center is None:
center = self.get_center()
for mob in self.family_members_with_points():
t = np.linalg.norm(mob.get_center() - center) / radius
t = min(t, 1)
mob_color = interpolate_color(inner_color, outer_color, t)
mob.set_color(mob_color, family=False)
return self
def to_original_color(self) -> Self:
self.set_color(self.color)
return self
def fade_to(
self, color: ParsableManimColor, alpha: float, family: bool = True
) -> Self:
if self.get_num_points() > 0:
new_color = interpolate_color(self.get_color(), color, alpha)
self.set_color(new_color, family=False)
if family:
for submob in self.submobjects:
submob.fade_to(color, alpha)
return self
def fade(self, darkness: float = 0.5, family: bool = True) -> Self:
if family:
for submob in self.submobjects:
submob.fade(darkness, family)
return self
def get_color(self) -> ManimColor:
"""Returns the color of the :class:`~.Mobject`"""
return self.color
##
def save_state(self) -> Self:
"""Save the current state (position, color & size). Can be restored with :meth:`~.Mobject.restore`."""
if hasattr(self, "saved_state"):
# Prevent exponential growth of data
self.saved_state = None
self.saved_state = self.copy()
return self
def restore(self) -> Self:
"""Restores the state that was previously saved with :meth:`~.Mobject.save_state`."""
if not hasattr(self, "saved_state") or self.save_state is None:
raise Exception("Trying to restore without having saved")
self.become(self.saved_state)
return self
def reduce_across_dimension(self, reduce_func: Callable, dim: int):
"""Find the min or max value from a dimension across all points in this and submobjects."""
assert dim >= 0 and dim <= 2
if len(self.submobjects) == 0 and len(self.points) == 0:
# If we have no points and no submobjects, return 0 (e.g. center)
return 0
# If we do not have points (but do have submobjects)
# use only the points from those.
if len(self.points) == 0:
rv = None
else:
# Otherwise, be sure to include our own points
rv = reduce_func(self.points[:, dim])
# Recursively ask submobjects (if any) for the biggest/
# smallest dimension they have and compare it to the return value.
for mobj in self.submobjects:
value = mobj.reduce_across_dimension(reduce_func, dim)
if rv is None:
rv = value
else:
rv = reduce_func([value, rv])
return rv
def nonempty_submobjects(self) -> list[Self]:
return [
submob
for submob in self.submobjects
if len(submob.submobjects) != 0 or len(submob.points) != 0
]
def get_merged_array(self, array_attr: str) -> np.ndarray:
"""Return all of a given attribute from this mobject and all submobjects.
May contain duplicates; the order is in a depth-first (pre-order)
traversal of the submobjects.
"""
result = getattr(self, array_attr)
for submob in self.submobjects:
result = np.append(result, submob.get_merged_array(array_attr), axis=0)
return result
def get_all_points(self) -> Point3D_Array:
"""Return all points from this mobject and all submobjects.
May contain duplicates; the order is in a depth-first (pre-order)
traversal of the submobjects.
"""
return self.get_merged_array("points")
# Getters
def get_points_defining_boundary(self) -> Point3D_Array:
return self.get_all_points()
def get_num_points(self) -> int:
return len(self.points)
def get_extremum_along_dim(
self, points: Point3D_Array | None = None, dim: int = 0, key: int = 0
) -> np.ndarray | float:
if points is None:
points = self.get_points_defining_boundary()
values = points[:, dim]
if key < 0:
return np.min(values)
elif key == 0:
return (np.min(values) + np.max(values)) / 2
else:
return np.max(values)
def get_critical_point(self, direction: Vector3D) -> Point3D:
"""Picture a box bounding the :class:`~.Mobject`. Such a box has
9 'critical points': 4 corners, 4 edge center, the
center. This returns one of them, along the given direction.
::
sample = Arc(start_angle=PI/7, angle = PI/5)
# These are all equivalent
max_y_1 = sample.get_top()[1]
max_y_2 = sample.get_critical_point(UP)[1]
max_y_3 = sample.get_extremum_along_dim(dim=1, key=1)
"""
result = np.zeros(self.dim)
all_points = self.get_points_defining_boundary()
if len(all_points) == 0:
return result
for dim in range(self.dim):
result[dim] = self.get_extremum_along_dim(
all_points,
dim=dim,
key=direction[dim],
)
return result
# Pseudonyms for more general get_critical_point method
def get_edge_center(self, direction: Vector3D) -> Point3D:
"""Get edge Point3Ds for certain direction."""
return self.get_critical_point(direction)
def get_corner(self, direction: Vector3D) -> Point3D:
"""Get corner Point3Ds for certain direction."""
return self.get_critical_point(direction)
def get_center(self) -> Point3D:
"""Get center Point3Ds"""
return self.get_critical_point(np.zeros(self.dim))
def get_center_of_mass(self) -> Point3D:
return np.apply_along_axis(np.mean, 0, self.get_all_points())
def get_boundary_point(self, direction: Vector3D) -> Point3D:
all_points = self.get_points_defining_boundary()
index = np.argmax(np.dot(all_points, np.array(direction).T))
return all_points[index]
def get_midpoint(self) -> Point3D:
"""Get Point3Ds of the middle of the path that forms the :class:`~.Mobject`.
Examples
--------
.. manim:: AngleMidPoint
:save_last_frame:
class AngleMidPoint(Scene):
def construct(self):
line1 = Line(ORIGIN, 2*RIGHT)
line2 = Line(ORIGIN, 2*RIGHT).rotate_about_origin(80*DEGREES)
a = Angle(line1, line2, radius=1.5, other_angle=False)
d = Dot(a.get_midpoint()).set_color(RED)
self.add(line1, line2, a, d)
self.wait()
"""
return self.point_from_proportion(0.5)
def get_top(self) -> Point3D:
"""Get top Point3Ds of a box bounding the :class:`~.Mobject`"""
return self.get_edge_center(UP)
def get_bottom(self) -> Point3D:
"""Get bottom Point3Ds of a box bounding the :class:`~.Mobject`"""
return self.get_edge_center(DOWN)
def get_right(self) -> Point3D:
"""Get right Point3Ds of a box bounding the :class:`~.Mobject`"""
return self.get_edge_center(RIGHT)
def get_left(self) -> Point3D:
"""Get left Point3Ds of a box bounding the :class:`~.Mobject`"""
return self.get_edge_center(LEFT)
def get_zenith(self) -> Point3D:
"""Get zenith Point3Ds of a box bounding a 3D :class:`~.Mobject`."""
return self.get_edge_center(OUT)
def get_nadir(self) -> Point3D:
"""Get nadir (opposite the zenith) Point3Ds of a box bounding a 3D :class:`~.Mobject`."""
return self.get_edge_center(IN)
def length_over_dim(self, dim: int) -> float:
"""Measure the length of an :class:`~.Mobject` in a certain direction."""
return self.reduce_across_dimension(
max,
dim,
) - self.reduce_across_dimension(min, dim)
def get_coord(self, dim: int, direction: Vector3D = ORIGIN):
"""Meant to generalize ``get_x``, ``get_y`` and ``get_z``"""
return self.get_extremum_along_dim(dim=dim, key=direction[dim])
def get_x(self, direction: Vector3D = ORIGIN) -> ManimFloat:
"""Returns x Point3D of the center of the :class:`~.Mobject` as ``float``"""
return self.get_coord(0, direction)
def get_y(self, direction: Vector3D = ORIGIN) -> ManimFloat:
"""Returns y Point3D of the center of the :class:`~.Mobject` as ``float``"""
return self.get_coord(1, direction)
def get_z(self, direction: Vector3D = ORIGIN) -> ManimFloat:
"""Returns z Point3D of the center of the :class:`~.Mobject` as ``float``"""
return self.get_coord(2, direction)
def get_start(self) -> Point3D:
"""Returns the point, where the stroke that surrounds the :class:`~.Mobject` starts."""
self.throw_error_if_no_points()
return np.array(self.points[0])
def get_end(self) -> Point3D:
"""Returns the point, where the stroke that surrounds the :class:`~.Mobject` ends."""
self.throw_error_if_no_points()
return np.array(self.points[-1])
def get_start_and_end(self) -> tuple[Point3D, Point3D]:
"""Returns starting and ending point of a stroke as a ``tuple``."""
return self.get_start(), self.get_end()
def point_from_proportion(self, alpha: float) -> Point3D:
raise NotImplementedError("Please override in a child class.")
def proportion_from_point(self, point: Point3D) -> float:
raise NotImplementedError("Please override in a child class.")
def get_pieces(self, n_pieces: float) -> Group:
template = self.copy()
template.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) -> Point3D:
# TODO, better place to define default z_index_group?
z_index_group = getattr(self, "z_index_group", self)
return z_index_group.get_center()
def has_points(self) -> bool:
"""Check if :class:`~.Mobject` contains points."""
return len(self.points) > 0
def has_no_points(self) -> bool:
"""Check if :class:`~.Mobject` *does not* contains points."""
return not self.has_points()
# Match other mobject properties
def match_color(self, mobject: Mobject) -> Self:
"""Match the color with the color of another :class:`~.Mobject`."""
return self.set_color(mobject.get_color())
def match_dim_size(self, mobject: Mobject, dim: int, **kwargs) -> Self:
"""Match the specified dimension with the dimension of another :class:`~.Mobject`."""
return self.rescale_to_fit(mobject.length_over_dim(dim), dim, **kwargs)
def match_width(self, mobject: Mobject, **kwargs) -> Self:
"""Match the width with the width of another :class:`~.Mobject`."""
return self.match_dim_size(mobject, 0, **kwargs)
def match_height(self, mobject: Mobject, **kwargs) -> Self:
"""Match the height with the height of another :class:`~.Mobject`."""
return self.match_dim_size(mobject, 1, **kwargs)
def match_depth(self, mobject: Mobject, **kwargs) -> Self:
"""Match the depth with the depth of another :class:`~.Mobject`."""
return self.match_dim_size(mobject, 2, **kwargs)
def match_coord(
self, mobject: Mobject, dim: int, direction: Vector3D = ORIGIN
) -> Self:
"""Match the Point3Ds with the Point3Ds of another :class:`~.Mobject`."""
return self.set_coord(
mobject.get_coord(dim, direction),
dim=dim,
direction=direction,
)
def match_x(self, mobject: Mobject, direction=ORIGIN) -> Self:
"""Match x coord. to the x coord. of another :class:`~.Mobject`."""
return self.match_coord(mobject, 0, direction)
def match_y(self, mobject: Mobject, direction=ORIGIN) -> Self:
"""Match y coord. to the x coord. of another :class:`~.Mobject`."""
return self.match_coord(mobject, 1, direction)
def match_z(self, mobject: Mobject, direction=ORIGIN) -> Self:
"""Match z coord. to the x coord. of another :class:`~.Mobject`."""
return self.match_coord(mobject, 2, direction)
def align_to(
self,
mobject_or_point: Mobject | Point3D,
direction: Vector3D = ORIGIN,
) -> Self:
"""Aligns mobject to another :class:`~.Mobject` in a certain direction.
Examples:
mob1.align_to(mob2, UP) moves mob1 vertically so that its
top edge lines ups with mob2's top edge.
"""
if isinstance(mobject_or_point, Mobject):
point = mobject_or_point.get_critical_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
# Family matters
def __getitem__(self, value):
self_list = self.split()
if isinstance(value, slice):
GroupClass = self.get_group_class()
return GroupClass(*self_list.__getitem__(value))
return self_list.__getitem__(value)
def __iter__(self):
return iter(self.split())
def __len__(self):
return len(self.split())
def get_group_class(self) -> type[Group]:
return Group
@staticmethod
def get_mobject_type_class() -> type[Mobject]:
"""Return the base class of this mobject type."""
return Mobject
def split(self) -> list[Self]:
result = [self] if len(self.points) > 0 else []
return result + self.submobjects
def get_family(self, recurse: bool = True) -> list[Self]:
sub_families = [x.get_family() for x in self.submobjects]
all_mobjects = [self] + list(it.chain(*sub_families))
return remove_list_redundancies(all_mobjects)
def family_members_with_points(self) -> list[Self]:
return [m for m in self.get_family() if m.get_num_points() > 0]
def arrange(
self,
direction: Vector3D = RIGHT,
buff: float = DEFAULT_MOBJECT_TO_MOBJECT_BUFFER,
center: bool = True,
**kwargs,
) -> Self:
"""Sorts :class:`~.Mobject` next to each other on screen.
Examples
--------
.. manim:: Example
:save_last_frame:
class Example(Scene):
def construct(self):
s1 = Square()
s2 = Square()
s3 = Square()
s4 = Square()
x = VGroup(s1, s2, s3, s4).set_x(0).arrange(buff=1.0)
self.add(x)
"""
for m1, m2 in zip(self.submobjects, self.submobjects[1:]):
m2.next_to(m1, direction, buff, **kwargs)
if center:
self.center()
return self
def arrange_in_grid(
self,
rows: int | None = None,
cols: int | None = None,
buff: float | tuple[float, float] = MED_SMALL_BUFF,
cell_alignment: Vector3D = ORIGIN,
row_alignments: str | None = None, # "ucd"
col_alignments: str | None = None, # "lcr"
row_heights: Iterable[float | None] | None = None,
col_widths: Iterable[float | None] | None = None,
flow_order: str = "rd",
**kwargs,
) -> Self:
"""Arrange submobjects in a grid.
Parameters
----------
rows
The number of rows in the grid.
cols
The number of columns in the grid.
buff
The gap between grid cells. To specify a different buffer in the horizontal and
vertical directions, a tuple of two values can be given - ``(row, col)``.
cell_alignment
The way each submobject is aligned in its grid cell.
row_alignments
The vertical alignment for each row (top to bottom). Accepts the following characters: ``"u"`` -
up, ``"c"`` - center, ``"d"`` - down.
col_alignments
The horizontal alignment for each column (left to right). Accepts the following characters ``"l"`` - left,
``"c"`` - center, ``"r"`` - right.
row_heights
Defines a list of heights for certain rows (top to bottom). If the list contains
``None``, the corresponding row will fit its height automatically based
on the highest element in that row.
col_widths
Defines a list of widths for certain columns (left to right). If the list contains ``None``, the
corresponding column will fit its width automatically based on the widest element in that column.
flow_order
The order in which submobjects fill the grid. Can be one of the following values:
"rd", "dr", "ld", "dl", "ru", "ur", "lu", "ul". ("rd" -> fill rightwards then downwards)
Returns
-------
:class:`Mobject`
``self``
Raises
------
ValueError
If ``rows`` and ``cols`` are too small to fit all submobjects.
ValueError
If :code:`cols`, :code:`col_alignments` and :code:`col_widths` or :code:`rows`,
:code:`row_alignments` and :code:`row_heights` have mismatching sizes.
Notes
-----
If only one of ``cols`` and ``rows`` is set implicitly, the other one will be chosen big
enough to fit all submobjects. If neither is set, they will be chosen to be about the same,
tending towards ``cols`` > ``rows`` (simply because videos are wider than they are high).
If both ``cell_alignment`` and ``row_alignments`` / ``col_alignments`` are
defined, the latter has higher priority.
Examples
--------
.. manim:: ExampleBoxes
:save_last_frame:
class ExampleBoxes(Scene):
def construct(self):
boxes=VGroup(*[Square() for s in range(0,6)])
boxes.arrange_in_grid(rows=2, buff=0.1)
self.add(boxes)
.. manim:: ArrangeInGrid
:save_last_frame:
class ArrangeInGrid(Scene):
def construct(self):
boxes = VGroup(*[
Rectangle(WHITE, 0.5, 0.5).add(Text(str(i+1)).scale(0.5))
for i in range(24)
])
self.add(boxes)
boxes.arrange_in_grid(
buff=(0.25,0.5),
col_alignments="lccccr",
row_alignments="uccd",
col_widths=[1, *[None]*4, 1],
row_heights=[1, None, None, 1],
flow_order="dr"
)
"""
from manim.mobject.geometry.line import Line
mobs = self.submobjects.copy()
start_pos = self.get_center()
# get cols / rows values if given (implicitly)
def init_size(num, alignments, sizes):
if num is not None:
return num
if alignments is not None:
return len(alignments)
if sizes is not None:
return len(sizes)
cols = init_size(cols, col_alignments, col_widths)
rows = init_size(rows, row_alignments, row_heights)
# calculate rows cols
if rows is None and cols is None:
cols = math.ceil(math.sqrt(len(mobs)))
# make the grid as close to quadratic as possible.
# choosing cols first can results in cols>rows.
# This is favored over rows>cols since in general
# the sceene is wider than high.
if rows is None:
rows = math.ceil(len(mobs) / cols)
if cols is None:
cols = math.ceil(len(mobs) / rows)
if rows * cols < len(mobs):
raise ValueError("Too few rows and columns to fit all submobjetcs.")
# rows and cols are now finally valid.
if isinstance(buff, tuple):
buff_x = buff[0]
buff_y = buff[1]
else:
buff_x = buff_y = buff
# Initialize alignments correctly
def init_alignments(alignments, num, mapping, name, dir):
if alignments is None:
# Use cell_alignment as fallback
return [cell_alignment * dir] * num
if len(alignments) != num:
raise ValueError(f"{name}_alignments has a mismatching size.")
alignments = list(alignments)
for i in range(num):
alignments[i] = mapping[alignments[i]]
return alignments
row_alignments = init_alignments(
row_alignments,
rows,
{"u": UP, "c": ORIGIN, "d": DOWN},
"row",
RIGHT,
)
col_alignments = init_alignments(
col_alignments,
cols,
{"l": LEFT, "c": ORIGIN, "r": RIGHT},
"col",
UP,
)
# Now row_alignment[r] + col_alignment[c] is the alignment in cell [r][c]
mapper = {
"dr": lambda r, c: (rows - r - 1) + c * rows,
"dl": lambda r, c: (rows - r - 1) + (cols - c - 1) * rows,
"ur": lambda r, c: r + c * rows,
"ul": lambda r, c: r + (cols - c - 1) * rows,
"rd": lambda r, c: (rows - r - 1) * cols + c,
"ld": lambda r, c: (rows - r - 1) * cols + (cols - c - 1),
"ru": lambda r, c: r * cols + c,
"lu": lambda r, c: r * cols + (cols - c - 1),
}
if flow_order not in mapper:
raise ValueError(
'flow_order must be one of the following values: "dr", "rd", "ld" "dl", "ru", "ur", "lu", "ul".',
)
flow_order = mapper[flow_order]
# Reverse row_alignments and row_heights. Necessary since the
# grid filling is handled bottom up for simplicity reasons.
def reverse(maybe_list):
if maybe_list is not None:
maybe_list = list(maybe_list)
maybe_list.reverse()
return maybe_list
row_alignments = reverse(row_alignments)
row_heights = reverse(row_heights)
placeholder = Mobject()
# Used to fill up the grid temporarily, doesn't get added to the scene.
# In this case a Mobject is better than None since it has width and height
# properties of 0.
mobs.extend([placeholder] * (rows * cols - len(mobs)))
grid = [[mobs[flow_order(r, c)] for c in range(cols)] for r in range(rows)]
measured_heigths = [
max(grid[r][c].height for c in range(cols)) for r in range(rows)
]
measured_widths = [
max(grid[r][c].width for r in range(rows)) for c in range(cols)
]
# Initialize row_heights / col_widths correctly using measurements as fallback
def init_sizes(sizes, num, measures, name):
if sizes is None:
sizes = [None] * num
if len(sizes) != num:
raise ValueError(f"{name} has a mismatching size.")
return [
sizes[i] if sizes[i] is not None else measures[i] for i in range(num)
]
heights = init_sizes(row_heights, rows, measured_heigths, "row_heights")
widths = init_sizes(col_widths, cols, measured_widths, "col_widths")
x, y = 0, 0
for r in range(rows):
x = 0
for c in range(cols):
if grid[r][c] is not placeholder:
alignment = row_alignments[r] + col_alignments[c]
line = Line(
x * RIGHT + y * UP,
(x + widths[c]) * RIGHT + (y + heights[r]) * UP,
)
# Use a mobject to avoid rewriting align inside
# box code that Mobject.move_to(Mobject) already
# includes.
grid[r][c].move_to(line, alignment)
x += widths[c] + buff_x
y += heights[r] + buff_y
self.move_to(start_pos)
return self
def sort(
self,
point_to_num_func: Callable[[Point3D], ManimInt] = lambda p: p[0],
submob_func: Callable[[Mobject], ManimInt] | None = None,
) -> Self:
"""Sorts the list of :attr:`submobjects` by a function defined by ``submob_func``."""
if submob_func is None:
def submob_func(m: Mobject):
return point_to_num_func(m.get_center())
self.submobjects.sort(key=submob_func)
return self
def shuffle(self, recursive: bool = False) -> None:
"""Shuffles the list of :attr:`submobjects`."""
if recursive:
for submob in self.submobjects:
submob.shuffle(recursive=True)
random.shuffle(self.submobjects)
def invert(self, recursive: bool = False) -> None:
"""Inverts the list of :attr:`submobjects`.
Parameters
----------
recursive
If ``True``, all submobject lists of this mobject's family are inverted.
Examples
--------
.. manim:: InvertSumobjectsExample
class InvertSumobjectsExample(Scene):
def construct(self):
s = VGroup(*[Dot().shift(i*0.1*RIGHT) for i in range(-20,20)])
s2 = s.copy()
s2.invert()
s2.shift(DOWN)
self.play(Write(s), Write(s2))
"""
if recursive:
for submob in self.submobjects:
submob.invert(recursive=True)
self.submobjects.reverse()
# Just here to keep from breaking old scenes.
def arrange_submobjects(self, *args, **kwargs) -> Self:
"""Arrange the position of :attr:`submobjects` with a small buffer.
Examples
--------
.. manim:: ArrangeSumobjectsExample
:save_last_frame:
class ArrangeSumobjectsExample(Scene):
def construct(self):
s= VGroup(*[Dot().shift(i*0.1*RIGHT*np.random.uniform(-1,1)+UP*np.random.uniform(-1,1)) for i in range(0,15)])
s.shift(UP).set_color(BLUE)
s2= s.copy().set_color(RED)
s2.arrange_submobjects()
s2.shift(DOWN)
self.add(s,s2)
"""
return self.arrange(*args, **kwargs)
def sort_submobjects(self, *args, **kwargs) -> Self:
"""Sort the :attr:`submobjects`"""
return self.sort(*args, **kwargs)
def shuffle_submobjects(self, *args, **kwargs) -> None:
"""Shuffles the order of :attr:`submobjects`
Examples
--------
.. manim:: ShuffleSubmobjectsExample
class ShuffleSubmobjectsExample(Scene):
def construct(self):
s= VGroup(*[Dot().shift(i*0.1*RIGHT) for i in range(-20,20)])
s2= s.copy()
s2.shuffle_submobjects()
s2.shift(DOWN)
self.play(Write(s), Write(s2))
"""
return self.shuffle(*args, **kwargs)
# Alignment
def align_data(self, mobject: Mobject, skip_point_alignment: bool = False) -> None:
"""Aligns the data of this mobject with another mobject.
Afterwards, the two mobjects will have the same number of submobjects
(see :meth:`.align_submobjects`), the same parent structure (see
:meth:`.null_point_align`). If ``skip_point_alignment`` is false,
they will also have the same number of points (see :meth:`.align_points`).
Parameters
----------
mobject
The other mobject this mobject should be aligned to.
skip_point_alignment
Controls whether or not the computationally expensive
point alignment is skipped (default: False).
"""
self.null_point_align(mobject)
self.align_submobjects(mobject)
if not skip_point_alignment:
self.align_points(mobject)
# Recurse
for m1, m2 in zip(self.submobjects, mobject.submobjects):
m1.align_data(m2)
def get_point_mobject(self, center=None):
"""The simplest :class:`~.Mobject` to be transformed to or from self.
Should by a point of the appropriate type
"""
msg = f"get_point_mobject not implemented for {self.__class__.__name__}"
raise NotImplementedError(msg)
def align_points(self, mobject: Mobject) -> Self:
count1 = self.get_num_points()
count2 = mobject.get_num_points()
if count1 < count2:
self.align_points_with_larger(mobject)
elif count2 < count1:
mobject.align_points_with_larger(self)
return self
def align_points_with_larger(self, larger_mobject: Mobject):
raise NotImplementedError("Please override in a child class.")
def align_submobjects(self, mobject: Mobject) -> Self:
mob1 = self
mob2 = mobject
n1 = len(mob1.submobjects)
n2 = len(mob2.submobjects)
mob1.add_n_more_submobjects(max(0, n2 - n1))
mob2.add_n_more_submobjects(max(0, n1 - n2))
return self
def null_point_align(self, mobject: Mobject):
"""If a :class:`~.Mobject` with points is being aligned to
one without, treat both as groups, and push
the one with points into its own submobjects
list.
Returns
-------
:class:`Mobject`
``self``
"""
for m1, m2 in (self, mobject), (mobject, self):
if m1.has_no_points() and m2.has_points():
m2.push_self_into_submobjects()
return self
def push_self_into_submobjects(self) -> Self:
copy = self.copy()
copy.submobjects = []
self.reset_points()
self.add(copy)
return self
def add_n_more_submobjects(self, n: int) -> Self | None:
if n == 0:
return
curr = len(self.submobjects)
if curr == 0:
# If empty, simply add n point mobjects
self.submobjects = [self.get_point_mobject() for k in range(n)]
return
target = curr + n
# TODO, factor this out to utils so as to reuse
# with VMobject.insert_n_curves
repeat_indices = (np.arange(target) * curr) // target
split_factors = [sum(repeat_indices == i) for i in range(curr)]
new_submobs = []
for submob, sf in zip(self.submobjects, split_factors):
new_submobs.append(submob)
for _ in range(1, sf):
new_submobs.append(submob.copy().fade(1))
self.submobjects = new_submobs
return self
def repeat_submobject(self, submob: Mobject) -> Self:
return submob.copy()
def interpolate(
self,
mobject1: Mobject,
mobject2: Mobject,
alpha: float,
path_func: PathFuncType = straight_path(),
) -> Self:
"""Turns this :class:`~.Mobject` into an interpolation between ``mobject1``
and ``mobject2``.
Examples
--------
.. manim:: DotInterpolation
:save_last_frame:
class DotInterpolation(Scene):
def construct(self):
dotR = Dot(color=DARK_GREY)
dotR.shift(2 * RIGHT)
dotL = Dot(color=WHITE)
dotL.shift(2 * LEFT)
dotMiddle = VMobject().interpolate(dotL, dotR, alpha=0.3)
self.add(dotL, dotR, dotMiddle)
"""
self.points = path_func(mobject1.points, mobject2.points, alpha)
self.interpolate_color(mobject1, mobject2, alpha)
return self
def interpolate_color(self, mobject1: Mobject, mobject2: Mobject, alpha: float):
raise NotImplementedError("Please override in a child class.")
def become(
self,
mobject: Mobject,
copy_submobjects: bool = True,
match_height: bool = False,
match_width: bool = False,
match_depth: bool = False,
match_center: bool = False,
stretch: bool = False,
) -> Self:
"""Edit points, colors and submobjects to be identical
to another :class:`~.Mobject`
.. note::
If both match_height and match_width are ``True`` then the transformed :class:`~.Mobject`
will match the height first and then the width
Parameters
----------
match_height
If ``True``, then the transformed :class:`~.Mobject` will match the height of the original
match_width
If ``True``, then the transformed :class:`~.Mobject` will match the width of the original
match_depth
If ``True``, then the transformed :class:`~.Mobject` will match the depth of the original
match_center
If ``True``, then the transformed :class:`~.Mobject` will match the center of the original
stretch
If ``True``, then the transformed :class:`~.Mobject` will stretch to fit the proportions of the original
Examples
--------
.. manim:: BecomeScene
class BecomeScene(Scene):
def construct(self):
circ = Circle(fill_color=RED, fill_opacity=0.8)
square = Square(fill_color=BLUE, fill_opacity=0.2)
self.add(circ)
self.wait(0.5)
circ.become(square)
self.wait(0.5)
"""
if stretch:
mobject.stretch_to_fit_height(self.height)
mobject.stretch_to_fit_width(self.width)
mobject.stretch_to_fit_depth(self.depth)
else:
if match_height:
mobject.match_height(self)
if match_width:
mobject.match_width(self)
if match_depth:
mobject.match_depth(self)
if match_center:
mobject.move_to(self.get_center())
self.align_data(mobject, skip_point_alignment=True)
for sm1, sm2 in zip(self.get_family(), mobject.get_family()):
sm1.points = np.array(sm2.points)
sm1.interpolate_color(sm1, sm2, 1)
return self
def match_points(self, mobject: Mobject, copy_submobjects: bool = True) -> Self:
"""Edit points, positions, and submobjects to be identical
to another :class:`~.Mobject`, while keeping the style unchanged.
Examples
--------
.. manim:: MatchPointsScene
class MatchPointsScene(Scene):
def construct(self):
circ = Circle(fill_color=RED, fill_opacity=0.8)
square = Square(fill_color=BLUE, fill_opacity=0.2)
self.add(circ)
self.wait(0.5)
self.play(circ.animate.match_points(square))
self.wait(0.5)
"""
for sm1, sm2 in zip(self.get_family(), mobject.get_family()):
sm1.points = np.array(sm2.points)
return self
# Errors
def throw_error_if_no_points(self) -> None:
if self.has_no_points():
caller_name = sys._getframe(1).f_code.co_name
raise Exception(
f"Cannot call Mobject.{caller_name} for a Mobject with no points",
)
# About z-index
def set_z_index(
self,
z_index_value: float,
family: bool = True,
) -> T:
"""Sets the :class:`~.Mobject`'s :attr:`z_index` to the value specified in `z_index_value`.
Parameters
----------
z_index_value
The new value of :attr:`z_index` set.
family
If ``True``, the :attr:`z_index` value of all submobjects is also set.
Returns
-------
:class:`Mobject`
The Mobject itself, after :attr:`z_index` is set. For chaining purposes. (Returns `self`.)
Examples
--------
.. manim:: SetZIndex
:save_last_frame:
class SetZIndex(Scene):
def construct(self):
text = Text('z_index = 3', color = PURE_RED).shift(UP).set_z_index(3)
square = Square(2, fill_opacity=1).set_z_index(2)
tex = Tex(r'zIndex = 1', color = PURE_BLUE).shift(DOWN).set_z_index(1)
circle = Circle(radius = 1.7, color = GREEN, fill_opacity = 1) # z_index = 0
# Displaying order is now defined by z_index values
self.add(text)
self.add(square)
self.add(tex)
self.add(circle)
"""
if family:
for submob in self.submobjects:
submob.set_z_index(z_index_value, family=family)
self.z_index = z_index_value
return self
def set_z_index_by_z_Point3D(self) -> Self:
"""Sets the :class:`~.Mobject`'s z Point3D to the value of :attr:`z_index`.
Returns
-------
:class:`Mobject`
The Mobject itself, after :attr:`z_index` is set. (Returns `self`.)
"""
z_coord = self.get_center()[-1]
self.set_z_index(z_coord)
return self
class Group(Mobject, metaclass=ConvertToOpenGL):
"""Groups together multiple :class:`Mobjects <.Mobject>`.
Notes
-----
When adding the same mobject more than once, repetitions are ignored.
Use :meth:`.Mobject.copy` to create a separate copy which can then
be added to the group.
"""
def __init__(self, *mobjects, **kwargs) -> None:
super().__init__(**kwargs)
self.add(*mobjects)
class _AnimationBuilder:
def __init__(self, mobject) -> None:
self.mobject = mobject
self.mobject.generate_target()
self.overridden_animation = None
self.is_chaining = False
self.methods = []
# Whether animation args can be passed
self.cannot_pass_args = False
self.anim_args = {}
def __call__(self, **kwargs) -> Self:
if self.cannot_pass_args:
raise ValueError(
"Animation arguments must be passed before accessing methods and can only be passed once",
)
self.anim_args = kwargs
self.cannot_pass_args = True
return self
def __getattr__(self, method_name) -> types.MethodType:
method = getattr(self.mobject.target, method_name)
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,
anim_args=self.anim_args,
**method_kwargs,
)
else:
self.methods.append([method, method_args, method_kwargs])
method(*method_args, **method_kwargs)
return self
self.is_chaining = True
self.cannot_pass_args = True
return update_target
def build(self) -> Animation:
from ..animation.transform import ( # is this to prevent circular import?
_MethodAnimation,
)
if self.overridden_animation:
anim = self.overridden_animation
else:
anim = _MethodAnimation(self.mobject, self.methods)
for attr, value in self.anim_args.items():
setattr(anim, attr, value)
return anim
def override_animate(method) -> types.FunctionType:
r"""Decorator for overriding method animations.
This allows to specify a method (returning an :class:`~.Animation`)
which is called when the decorated method is used with the ``.animate`` syntax
for animating the application of a method.
.. seealso::
:attr:`Mobject.animate`
.. note::
Overridden methods cannot be combined with normal or other overridden
methods using method chaining with the ``.animate`` syntax.
Examples
--------
.. manim:: AnimationOverrideExample
class CircleWithContent(VGroup):
def __init__(self, content):
super().__init__()
self.circle = Circle()
self.content = content
self.add(self.circle, content)
content.move_to(self.circle.get_center())
def clear_content(self):
self.remove(self.content)
self.content = None
@override_animate(clear_content)
def _clear_content_animation(self, anim_args=None):
if anim_args is None:
anim_args = {}
anim = Uncreate(self.content, **anim_args)
self.clear_content()
return anim
class AnimationOverrideExample(Scene):
def construct(self):
t = Text("hello!")
my_mobject = CircleWithContent(t)
self.play(Create(my_mobject))
self.play(my_mobject.animate.clear_content())
self.wait()
"""
def decorator(animation_method):
method._override_animate = animation_method
return animation_method
return decorator
|
manim_ManimCommunity/manim/mobject/graph.py
|
"""Mobjects used to represent mathematical graphs (think graph theory, not plotting)."""
from __future__ import annotations
__all__ = [
"Graph",
"DiGraph",
]
import itertools as it
from copy import copy
from typing import Hashable, Iterable
import networkx as nx
import numpy as np
from manim.animation.composition import AnimationGroup
from manim.animation.creation import Create, Uncreate
from manim.mobject.geometry.arc import Dot, LabeledDot
from manim.mobject.geometry.line import Line
from manim.mobject.mobject import Mobject, override_animate
from manim.mobject.opengl.opengl_compatibility import ConvertToOpenGL
from manim.mobject.opengl.opengl_mobject import OpenGLMobject
from manim.mobject.text.tex_mobject import MathTex
from manim.mobject.types.vectorized_mobject import VMobject
from manim.utils.color import BLACK
def _determine_graph_layout(
nx_graph: nx.classes.graph.Graph | nx.classes.digraph.DiGraph,
layout: str | dict = "spring",
layout_scale: float = 2,
layout_config: dict | None = None,
partitions: list[list[Hashable]] | None = None,
root_vertex: Hashable | None = None,
) -> dict:
automatic_layouts = {
"circular": nx.layout.circular_layout,
"kamada_kawai": nx.layout.kamada_kawai_layout,
"planar": nx.layout.planar_layout,
"random": nx.layout.random_layout,
"shell": nx.layout.shell_layout,
"spectral": nx.layout.spectral_layout,
"partite": nx.layout.multipartite_layout,
"tree": _tree_layout,
"spiral": nx.layout.spiral_layout,
"spring": nx.layout.spring_layout,
}
custom_layouts = ["random", "partite", "tree"]
if layout_config is None:
layout_config = {}
if isinstance(layout, dict):
return layout
elif layout in automatic_layouts and layout not in custom_layouts:
auto_layout = automatic_layouts[layout](
nx_graph, scale=layout_scale, **layout_config
)
# NetworkX returns a dictionary of 3D points if the dimension
# is specified to be 3. Otherwise, it returns a dictionary of
# 2D points, so adjusting is required.
if layout_config.get("dim") == 3:
return auto_layout
else:
return {k: np.append(v, [0]) for k, v in auto_layout.items()}
elif layout == "tree":
return _tree_layout(
nx_graph, root_vertex=root_vertex, scale=layout_scale, **layout_config
)
elif layout == "partite":
if partitions is None or len(partitions) == 0:
raise ValueError(
"The partite layout requires the 'partitions' parameter to contain the partition of the vertices",
)
partition_count = len(partitions)
for i in range(partition_count):
for v in partitions[i]:
if nx_graph.nodes[v] is None:
raise ValueError(
"The partition must contain arrays of vertices in the graph",
)
nx_graph.nodes[v]["subset"] = i
# Add missing vertices to their own side
for v in nx_graph.nodes:
if "subset" not in nx_graph.nodes[v]:
nx_graph.nodes[v]["subset"] = partition_count
auto_layout = automatic_layouts["partite"](
nx_graph, scale=layout_scale, **layout_config
)
return {k: np.append(v, [0]) for k, v in auto_layout.items()}
elif layout == "random":
# the random layout places coordinates in [0, 1)
# we need to rescale manually afterwards...
auto_layout = automatic_layouts["random"](nx_graph, **layout_config)
for k, v in auto_layout.items():
auto_layout[k] = 2 * layout_scale * (v - np.array([0.5, 0.5]))
return {k: np.append(v, [0]) for k, v in auto_layout.items()}
else:
raise ValueError(
f"The layout '{layout}' is neither a recognized automatic layout, "
"nor a vertex placement dictionary.",
)
def _tree_layout(
T: nx.classes.graph.Graph | nx.classes.digraph.DiGraph,
root_vertex: Hashable | None,
scale: float | tuple | None = 2,
vertex_spacing: tuple | None = None,
orientation: str = "down",
):
if root_vertex is None:
raise ValueError("The tree layout requires the root_vertex parameter")
if not nx.is_tree(T):
raise ValueError("The tree layout must be used with trees")
children = {root_vertex: list(T.neighbors(root_vertex))}
# The following code is SageMath's tree layout implementation, taken from
# https://github.com/sagemath/sage/blob/cc60cfebc4576fed8b01f0fc487271bdee3cefed/src/sage/graphs/graph_plot.py#L1447
# Always make a copy of the children because they get eaten
stack = [list(children[root_vertex]).copy()]
stick = [root_vertex]
parent = {u: root_vertex for u in children[root_vertex]}
pos = {}
obstruction = [0.0] * len(T)
if orientation == "down":
o = -1
else:
o = 1
def slide(v, dx):
"""
Shift the vertex v and its descendants to the right by dx.
Precondition: v and its descendents have already had their
positions computed.
"""
level = [v]
while level:
nextlevel = []
for u in level:
x, y = pos[u]
x += dx
obstruction[y] = max(x + 1, obstruction[y])
pos[u] = x, y
nextlevel += children[u]
level = nextlevel
while stack:
C = stack[-1]
if not C:
p = stick.pop()
stack.pop()
cp = children[p]
y = o * len(stack)
if not cp:
x = obstruction[y]
pos[p] = x, y
else:
x = sum(pos[c][0] for c in cp) / float(len(cp))
pos[p] = x, y
ox = obstruction[y]
if x < ox:
slide(p, ox - x)
x = ox
obstruction[y] = x + 1
continue
t = C.pop()
pt = parent[t]
ct = [u for u in list(T.neighbors(t)) if u != pt]
for c in ct:
parent[c] = t
children[t] = copy(ct)
stack.append(ct)
stick.append(t)
# the resulting layout is then rescaled again to fit on Manim's canvas
x_min = min(pos.values(), key=lambda t: t[0])[0]
x_max = max(pos.values(), key=lambda t: t[0])[0]
y_min = min(pos.values(), key=lambda t: t[1])[1]
y_max = max(pos.values(), key=lambda t: t[1])[1]
center = np.array([x_min + x_max, y_min + y_max, 0]) / 2
height = y_max - y_min
width = x_max - x_min
if vertex_spacing is None:
if isinstance(scale, (float, int)) and (width > 0 or height > 0):
sf = 2 * scale / max(width, height)
elif isinstance(scale, tuple):
if scale[0] is not None and width > 0:
sw = 2 * scale[0] / width
else:
sw = 1
if scale[1] is not None and height > 0:
sh = 2 * scale[1] / height
else:
sh = 1
sf = np.array([sw, sh, 0])
else:
sf = 1
else:
sx, sy = vertex_spacing
sf = np.array([sx, sy, 0])
return {v: (np.array([x, y, 0]) - center) * sf for v, (x, y) in pos.items()}
class GenericGraph(VMobject, metaclass=ConvertToOpenGL):
"""Abstract base class for graphs (that is, a collection of vertices
connected with edges).
Graphs can be instantiated by passing both a list of (distinct, hashable)
vertex names, together with list of edges (as tuples of vertex names). See
the examples for concrete implementations of this class for details.
.. note::
This implementation uses updaters to make the edges move with
the vertices.
See also
--------
:class:`.Graph`
:class:`.DiGraph`
Parameters
----------
vertices
A list of vertices. Must be hashable elements.
edges
A list of edges, specified as tuples ``(u, v)`` where both ``u``
and ``v`` are vertices.
labels
Controls whether or not vertices are labeled. If ``False`` (the default),
the vertices are not labeled; if ``True`` they are labeled using their
names (as specified in ``vertices``) via :class:`~.MathTex`. Alternatively,
custom labels can be specified by passing a dictionary whose keys are
the vertices, and whose values are the corresponding vertex labels
(rendered via, e.g., :class:`~.Text` or :class:`~.Tex`).
label_fill_color
Sets the fill color of the default labels generated when ``labels``
is set to ``True``. Has no effect for other values of ``labels``.
layout
Either one of ``"spring"`` (the default), ``"circular"``, ``"kamada_kawai"``,
``"planar"``, ``"random"``, ``"shell"``, ``"spectral"``, ``"spiral"``, ``"tree"``, and ``"partite"``
for automatic vertex positioning using ``networkx``
(see `their documentation <https://networkx.org/documentation/stable/reference/drawing.html#module-networkx.drawing.layout>`_
for more details), or a dictionary specifying a coordinate (value)
for each vertex (key) for manual positioning.
layout_config
Only for automatically generated layouts. A dictionary whose entries
are passed as keyword arguments to the automatic layout algorithm
specified via ``layout`` of``networkx``.
The ``tree`` layout also accepts a special parameter ``vertex_spacing``
passed as a keyword argument inside the ``layout_config`` dictionary.
Passing a tuple ``(space_x, space_y)`` as this argument overrides
the value of ``layout_scale`` and ensures that vertices are arranged
in a way such that the centers of siblings in the same layer are
at least ``space_x`` units apart horizontally, and neighboring layers
are spaced ``space_y`` units vertically.
layout_scale
The scale of automatically generated layouts: the vertices will
be arranged such that the coordinates are located within the
interval ``[-scale, scale]``. Some layouts accept a tuple ``(scale_x, scale_y)``
causing the first coordinate to be in the interval ``[-scale_x, scale_x]``,
and the second in ``[-scale_y, scale_y]``. Default: 2.
vertex_type
The mobject class used for displaying vertices in the scene.
vertex_config
Either a dictionary containing keyword arguments to be passed to
the class specified via ``vertex_type``, or a dictionary whose keys
are the vertices, and whose values are dictionaries containing keyword
arguments for the mobject related to the corresponding vertex.
vertex_mobjects
A dictionary whose keys are the vertices, and whose values are
mobjects to be used as vertices. Passing vertices here overrides
all other configuration options for a vertex.
edge_type
The mobject class used for displaying edges in the scene.
edge_config
Either a dictionary containing keyword arguments to be passed
to the class specified via ``edge_type``, or a dictionary whose
keys are the edges, and whose values are dictionaries containing
keyword arguments for the mobject related to the corresponding edge.
"""
def __init__(
self,
vertices: list[Hashable],
edges: list[tuple[Hashable, Hashable]],
labels: bool | dict = False,
label_fill_color: str = BLACK,
layout: str | dict = "spring",
layout_scale: float | tuple = 2,
layout_config: dict | None = None,
vertex_type: type[Mobject] = Dot,
vertex_config: dict | None = None,
vertex_mobjects: dict | None = None,
edge_type: type[Mobject] = Line,
partitions: list[list[Hashable]] | None = None,
root_vertex: Hashable | None = None,
edge_config: dict | None = None,
) -> None:
super().__init__()
nx_graph = self._empty_networkx_graph()
nx_graph.add_nodes_from(vertices)
nx_graph.add_edges_from(edges)
self._graph = nx_graph
self._layout = _determine_graph_layout(
nx_graph,
layout=layout,
layout_scale=layout_scale,
layout_config=layout_config,
partitions=partitions,
root_vertex=root_vertex,
)
if isinstance(labels, dict):
self._labels = labels
elif isinstance(labels, bool):
if labels:
self._labels = {
v: MathTex(v, fill_color=label_fill_color) for v in vertices
}
else:
self._labels = {}
if self._labels and vertex_type is Dot:
vertex_type = LabeledDot
if vertex_mobjects is None:
vertex_mobjects = {}
# build vertex_config
if vertex_config is None:
vertex_config = {}
default_vertex_config = {}
if vertex_config:
default_vertex_config = {
k: v for k, v in vertex_config.items() if k not in vertices
}
self._vertex_config = {
v: vertex_config.get(v, copy(default_vertex_config)) for v in vertices
}
self.default_vertex_config = default_vertex_config
for v, label in self._labels.items():
self._vertex_config[v]["label"] = label
self.vertices = {v: vertex_type(**self._vertex_config[v]) for v in vertices}
self.vertices.update(vertex_mobjects)
for v in self.vertices:
self[v].move_to(self._layout[v])
# build edge_config
if edge_config is None:
edge_config = {}
default_tip_config = {}
default_edge_config = {}
if edge_config:
default_tip_config = edge_config.pop("tip_config", {})
default_edge_config = {
k: v
for k, v in edge_config.items()
if not isinstance(
k, tuple
) # everything that is not an edge is an option
}
self._edge_config = {}
self._tip_config = {}
for e in edges:
if e in edge_config:
self._tip_config[e] = edge_config[e].pop(
"tip_config", copy(default_tip_config)
)
self._edge_config[e] = edge_config[e]
else:
self._tip_config[e] = copy(default_tip_config)
self._edge_config[e] = copy(default_edge_config)
self.default_edge_config = default_edge_config
self._populate_edge_dict(edges, edge_type)
self.add(*self.vertices.values())
self.add(*self.edges.values())
self.add_updater(self.update_edges)
@staticmethod
def _empty_networkx_graph():
"""Return an empty networkx graph for the given graph type."""
raise NotImplementedError("To be implemented in concrete subclasses")
def _populate_edge_dict(
self, edges: list[tuple[Hashable, Hashable]], edge_type: type[Mobject]
):
"""Helper method for populating the edges of the graph."""
raise NotImplementedError("To be implemented in concrete subclasses")
def __getitem__(self: Graph, v: Hashable) -> Mobject:
return self.vertices[v]
def _create_vertex(
self,
vertex: Hashable,
position: np.ndarray | None = None,
label: bool = False,
label_fill_color: str = BLACK,
vertex_type: type[Mobject] = Dot,
vertex_config: dict | None = None,
vertex_mobject: dict | None = None,
) -> tuple[Hashable, np.ndarray, dict, Mobject]:
if position is None:
position = self.get_center()
if vertex_config is None:
vertex_config = {}
if vertex in self.vertices:
raise ValueError(
f"Vertex identifier '{vertex}' is already used for a vertex in this graph.",
)
if label is True:
label = MathTex(vertex, fill_color=label_fill_color)
elif vertex in self._labels:
label = self._labels[vertex]
elif not isinstance(label, (Mobject, OpenGLMobject)):
label = None
base_vertex_config = copy(self.default_vertex_config)
base_vertex_config.update(vertex_config)
vertex_config = base_vertex_config
if label is not None:
vertex_config["label"] = label
if vertex_type is Dot:
vertex_type = LabeledDot
if vertex_mobject is None:
vertex_mobject = vertex_type(**vertex_config)
vertex_mobject.move_to(position)
return (vertex, position, vertex_config, vertex_mobject)
def _add_created_vertex(
self,
vertex: Hashable,
position: np.ndarray,
vertex_config: dict,
vertex_mobject: Mobject,
) -> Mobject:
if vertex in self.vertices:
raise ValueError(
f"Vertex identifier '{vertex}' is already used for a vertex in this graph.",
)
self._graph.add_node(vertex)
self._layout[vertex] = position
if "label" in vertex_config:
self._labels[vertex] = vertex_config["label"]
self._vertex_config[vertex] = vertex_config
self.vertices[vertex] = vertex_mobject
self.vertices[vertex].move_to(position)
self.add(self.vertices[vertex])
return self.vertices[vertex]
def _add_vertex(
self,
vertex: Hashable,
position: np.ndarray | None = None,
label: bool = False,
label_fill_color: str = BLACK,
vertex_type: type[Mobject] = Dot,
vertex_config: dict | None = None,
vertex_mobject: dict | None = None,
) -> Mobject:
"""Add a vertex to the graph.
Parameters
----------
vertex
A hashable vertex identifier.
position
The coordinates where the new vertex should be added. If ``None``, the center
of the graph is used.
label
Controls whether or not the vertex is labeled. If ``False`` (the default),
the vertex is not labeled; if ``True`` it is labeled using its
names (as specified in ``vertex``) via :class:`~.MathTex`. Alternatively,
any :class:`~.Mobject` can be passed to be used as the label.
label_fill_color
Sets the fill color of the default labels generated when ``labels``
is set to ``True``. Has no effect for other values of ``label``.
vertex_type
The mobject class used for displaying vertices in the scene.
vertex_config
A dictionary containing keyword arguments to be passed to
the class specified via ``vertex_type``.
vertex_mobject
The mobject to be used as the vertex. Overrides all other
vertex customization options.
"""
return self._add_created_vertex(
*self._create_vertex(
vertex=vertex,
position=position,
label=label,
label_fill_color=label_fill_color,
vertex_type=vertex_type,
vertex_config=vertex_config,
vertex_mobject=vertex_mobject,
)
)
def _create_vertices(
self: Graph,
*vertices: Hashable,
positions: dict | None = None,
labels: bool = False,
label_fill_color: str = BLACK,
vertex_type: type[Mobject] = Dot,
vertex_config: dict | None = None,
vertex_mobjects: dict | None = None,
) -> Iterable[tuple[Hashable, np.ndarray, dict, Mobject]]:
if positions is None:
positions = {}
if vertex_mobjects is None:
vertex_mobjects = {}
graph_center = self.get_center()
base_positions = {v: graph_center for v in vertices}
base_positions.update(positions)
positions = base_positions
if isinstance(labels, bool):
labels = {v: labels for v in vertices}
else:
assert isinstance(labels, dict)
base_labels = {v: False for v in vertices}
base_labels.update(labels)
labels = base_labels
if vertex_config is None:
vertex_config = copy(self.default_vertex_config)
assert isinstance(vertex_config, dict)
base_vertex_config = copy(self.default_vertex_config)
base_vertex_config.update(
{key: val for key, val in vertex_config.items() if key not in vertices},
)
vertex_config = {
v: (vertex_config[v] if v in vertex_config else copy(base_vertex_config))
for v in vertices
}
return [
self._create_vertex(
v,
position=positions[v],
label=labels[v],
label_fill_color=label_fill_color,
vertex_type=vertex_type,
vertex_config=vertex_config[v],
vertex_mobject=vertex_mobjects[v] if v in vertex_mobjects else None,
)
for v in vertices
]
def add_vertices(
self: Graph,
*vertices: Hashable,
positions: dict | None = None,
labels: bool = False,
label_fill_color: str = BLACK,
vertex_type: type[Mobject] = Dot,
vertex_config: dict | None = None,
vertex_mobjects: dict | None = None,
):
"""Add a list of vertices to the graph.
Parameters
----------
vertices
Hashable vertex identifiers.
positions
A dictionary specifying the coordinates where the new vertices should be added.
If ``None``, all vertices are created at the center of the graph.
labels
Controls whether or not the vertex is labeled. If ``False`` (the default),
the vertex is not labeled; if ``True`` it is labeled using its
names (as specified in ``vertex``) via :class:`~.MathTex`. Alternatively,
any :class:`~.Mobject` can be passed to be used as the label.
label_fill_color
Sets the fill color of the default labels generated when ``labels``
is set to ``True``. Has no effect for other values of ``labels``.
vertex_type
The mobject class used for displaying vertices in the scene.
vertex_config
A dictionary containing keyword arguments to be passed to
the class specified via ``vertex_type``.
vertex_mobjects
A dictionary whose keys are the vertex identifiers, and whose
values are mobjects that should be used as vertices. Overrides
all other vertex customization options.
"""
return [
self._add_created_vertex(*v)
for v in self._create_vertices(
*vertices,
positions=positions,
labels=labels,
label_fill_color=label_fill_color,
vertex_type=vertex_type,
vertex_config=vertex_config,
vertex_mobjects=vertex_mobjects,
)
]
@override_animate(add_vertices)
def _add_vertices_animation(self, *args, anim_args=None, **kwargs):
if anim_args is None:
anim_args = {}
animation = anim_args.pop("animation", Create)
vertex_mobjects = self._create_vertices(*args, **kwargs)
def on_finish(scene: Scene):
for v in vertex_mobjects:
scene.remove(v[-1])
self._add_created_vertex(*v)
return AnimationGroup(
*(animation(v[-1], **anim_args) for v in vertex_mobjects),
group=self,
_on_finish=on_finish,
)
def _remove_vertex(self, vertex):
"""Remove a vertex (as well as all incident edges) from the graph.
Parameters
----------
vertex
The identifier of a vertex to be removed.
Returns
-------
Group
A mobject containing all removed objects.
"""
if vertex not in self.vertices:
raise ValueError(
f"The graph does not contain a vertex with identifier '{vertex}'",
)
self._graph.remove_node(vertex)
self._layout.pop(vertex)
if vertex in self._labels:
self._labels.pop(vertex)
self._vertex_config.pop(vertex)
edge_tuples = [e for e in self.edges if vertex in e]
for e in edge_tuples:
self._edge_config.pop(e)
to_remove = [self.edges.pop(e) for e in edge_tuples]
to_remove.append(self.vertices.pop(vertex))
self.remove(*to_remove)
return self.get_group_class()(*to_remove)
def remove_vertices(self, *vertices):
"""Remove several vertices from the graph.
Parameters
----------
vertices
Vertices to be removed from the graph.
Examples
--------
::
>>> G = Graph([1, 2, 3], [(1, 2), (2, 3)])
>>> removed = G.remove_vertices(2, 3); removed
VGroup(Line, Line, Dot, Dot)
>>> G
Undirected graph on 1 vertices and 0 edges
"""
mobjects = []
for v in vertices:
mobjects.extend(self._remove_vertex(v).submobjects)
return self.get_group_class()(*mobjects)
@override_animate(remove_vertices)
def _remove_vertices_animation(self, *vertices, anim_args=None):
if anim_args is None:
anim_args = {}
animation = anim_args.pop("animation", Uncreate)
mobjects = self.remove_vertices(*vertices)
return AnimationGroup(
*(animation(mobj, **anim_args) for mobj in mobjects), group=self
)
def _add_edge(
self,
edge: tuple[Hashable, Hashable],
edge_type: type[Mobject] = Line,
edge_config: dict | None = None,
):
"""Add a new edge to the graph.
Parameters
----------
edge
The edge (as a tuple of vertex identifiers) to be added. If a non-existing
vertex is passed, a new vertex with default settings will be created. Create
new vertices yourself beforehand to customize them.
edge_type
The mobject class used for displaying edges in the scene.
edge_config
A dictionary containing keyword arguments to be passed
to the class specified via ``edge_type``.
Returns
-------
Group
A group containing all newly added vertices and edges.
"""
if edge_config is None:
edge_config = self.default_edge_config.copy()
added_mobjects = []
for v in edge:
if v not in self.vertices:
added_mobjects.append(self._add_vertex(v))
u, v = edge
self._graph.add_edge(u, v)
base_edge_config = self.default_edge_config.copy()
base_edge_config.update(edge_config)
edge_config = base_edge_config
self._edge_config[(u, v)] = edge_config
edge_mobject = edge_type(
self[u].get_center(), self[v].get_center(), z_index=-1, **edge_config
)
self.edges[(u, v)] = edge_mobject
self.add(edge_mobject)
added_mobjects.append(edge_mobject)
return self.get_group_class()(*added_mobjects)
def add_edges(
self,
*edges: tuple[Hashable, Hashable],
edge_type: type[Mobject] = Line,
edge_config: dict | None = None,
**kwargs,
):
"""Add new edges to the graph.
Parameters
----------
edges
Edges (as tuples of vertex identifiers) to be added. If a non-existing
vertex is passed, a new vertex with default settings will be created. Create
new vertices yourself beforehand to customize them.
edge_type
The mobject class used for displaying edges in the scene.
edge_config
A dictionary either containing keyword arguments to be passed
to the class specified via ``edge_type``, or a dictionary
whose keys are the edge tuples, and whose values are dictionaries
containing keyword arguments to be passed for the construction
of the corresponding edge.
kwargs
Any further keyword arguments are passed to :meth:`.add_vertices`
which is used to create new vertices in the passed edges.
Returns
-------
Group
A group containing all newly added vertices and edges.
"""
if edge_config is None:
edge_config = {}
non_edge_settings = {k: v for (k, v) in edge_config.items() if k not in edges}
base_edge_config = self.default_edge_config.copy()
base_edge_config.update(non_edge_settings)
base_edge_config = {e: base_edge_config.copy() for e in edges}
for e in edges:
base_edge_config[e].update(edge_config.get(e, {}))
edge_config = base_edge_config
edge_vertices = set(it.chain(*edges))
new_vertices = [v for v in edge_vertices if v not in self.vertices]
added_vertices = self.add_vertices(*new_vertices, **kwargs)
added_mobjects = sum(
(
self._add_edge(
edge,
edge_type=edge_type,
edge_config=edge_config[edge],
).submobjects
for edge in edges
),
added_vertices,
)
return self.get_group_class()(*added_mobjects)
@override_animate(add_edges)
def _add_edges_animation(self, *args, anim_args=None, **kwargs):
if anim_args is None:
anim_args = {}
animation = anim_args.pop("animation", Create)
mobjects = self.add_edges(*args, **kwargs)
return AnimationGroup(
*(animation(mobj, **anim_args) for mobj in mobjects), group=self
)
def _remove_edge(self, edge: tuple[Hashable]):
"""Remove an edge from the graph.
Parameters
----------
edge
The edge (i.e., a tuple of vertex identifiers) to be removed from the graph.
Returns
-------
Mobject
The removed edge.
"""
if edge not in self.edges:
raise ValueError(f"The graph does not contain a edge '{edge}'")
edge_mobject = self.edges.pop(edge)
self._graph.remove_edge(*edge)
self._edge_config.pop(edge, None)
self.remove(edge_mobject)
return edge_mobject
def remove_edges(self, *edges: tuple[Hashable]):
"""Remove several edges from the graph.
Parameters
----------
edges
Edges to be removed from the graph.
Returns
-------
Group
A group containing all removed edges.
"""
edge_mobjects = [self._remove_edge(edge) for edge in edges]
return self.get_group_class()(*edge_mobjects)
@override_animate(remove_edges)
def _remove_edges_animation(self, *edges, anim_args=None):
if anim_args is None:
anim_args = {}
animation = anim_args.pop("animation", Uncreate)
mobjects = self.remove_edges(*edges)
return AnimationGroup(*(animation(mobj, **anim_args) for mobj in mobjects))
@classmethod
def from_networkx(
cls, nxgraph: nx.classes.graph.Graph | nx.classes.digraph.DiGraph, **kwargs
):
"""Build a :class:`~.Graph` or :class:`~.DiGraph` from a
given ``networkx`` graph.
Parameters
----------
nxgraph
A ``networkx`` graph or digraph.
**kwargs
Keywords to be passed to the constructor of :class:`~.Graph`.
Examples
--------
.. manim:: ImportNetworkxGraph
import networkx as nx
nxgraph = nx.erdos_renyi_graph(14, 0.5)
class ImportNetworkxGraph(Scene):
def construct(self):
G = Graph.from_networkx(nxgraph, layout="spring", layout_scale=3.5)
self.play(Create(G))
self.play(*[G[v].animate.move_to(5*RIGHT*np.cos(ind/7 * PI) +
3*UP*np.sin(ind/7 * PI))
for ind, v in enumerate(G.vertices)])
self.play(Uncreate(G))
"""
return cls(list(nxgraph.nodes), list(nxgraph.edges), **kwargs)
def change_layout(
self,
layout: str | dict = "spring",
layout_scale: float = 2,
layout_config: dict | None = None,
partitions: list[list[Hashable]] | None = None,
root_vertex: Hashable | None = None,
) -> Graph:
"""Change the layout of this graph.
See the documentation of :class:`~.Graph` for details about the
keyword arguments.
Examples
--------
.. manim:: ChangeGraphLayout
class ChangeGraphLayout(Scene):
def construct(self):
G = Graph([1, 2, 3, 4, 5], [(1, 2), (2, 3), (3, 4), (4, 5)],
layout={1: [-2, 0, 0], 2: [-1, 0, 0], 3: [0, 0, 0],
4: [1, 0, 0], 5: [2, 0, 0]}
)
self.play(Create(G))
self.play(G.animate.change_layout("circular"))
self.wait()
"""
self._layout = _determine_graph_layout(
self._graph,
layout=layout,
layout_scale=layout_scale,
layout_config=layout_config,
partitions=partitions,
root_vertex=root_vertex,
)
for v in self.vertices:
self[v].move_to(self._layout[v])
return self
class Graph(GenericGraph):
"""An undirected graph (vertices connected with edges).
The graph comes with an updater which makes the edges stick to
the vertices when moved around. See :class:`.DiGraph` for
a version with directed edges.
See also
--------
:class:`.GenericGraph`
Parameters
----------
vertices
A list of vertices. Must be hashable elements.
edges
A list of edges, specified as tuples ``(u, v)`` where both ``u``
and ``v`` are vertices. The vertex order is irrelevant.
labels
Controls whether or not vertices are labeled. If ``False`` (the default),
the vertices are not labeled; if ``True`` they are labeled using their
names (as specified in ``vertices``) via :class:`~.MathTex`. Alternatively,
custom labels can be specified by passing a dictionary whose keys are
the vertices, and whose values are the corresponding vertex labels
(rendered via, e.g., :class:`~.Text` or :class:`~.Tex`).
label_fill_color
Sets the fill color of the default labels generated when ``labels``
is set to ``True``. Has no effect for other values of ``labels``.
layout
Either one of ``"spring"`` (the default), ``"circular"``, ``"kamada_kawai"``,
``"planar"``, ``"random"``, ``"shell"``, ``"spectral"``, ``"spiral"``, ``"tree"``, and ``"partite"``
for automatic vertex positioning using ``networkx``
(see `their documentation <https://networkx.org/documentation/stable/reference/drawing.html#module-networkx.drawing.layout>`_
for more details), or a dictionary specifying a coordinate (value)
for each vertex (key) for manual positioning.
layout_config
Only for automatically generated layouts. A dictionary whose entries
are passed as keyword arguments to the automatic layout algorithm
specified via ``layout`` of ``networkx``.
The ``tree`` layout also accepts a special parameter ``vertex_spacing``
passed as a keyword argument inside the ``layout_config`` dictionary.
Passing a tuple ``(space_x, space_y)`` as this argument overrides
the value of ``layout_scale`` and ensures that vertices are arranged
in a way such that the centers of siblings in the same layer are
at least ``space_x`` units apart horizontally, and neighboring layers
are spaced ``space_y`` units vertically.
layout_scale
The scale of automatically generated layouts: the vertices will
be arranged such that the coordinates are located within the
interval ``[-scale, scale]``. Some layouts accept a tuple ``(scale_x, scale_y)``
causing the first coordinate to be in the interval ``[-scale_x, scale_x]``,
and the second in ``[-scale_y, scale_y]``. Default: 2.
vertex_type
The mobject class used for displaying vertices in the scene.
vertex_config
Either a dictionary containing keyword arguments to be passed to
the class specified via ``vertex_type``, or a dictionary whose keys
are the vertices, and whose values are dictionaries containing keyword
arguments for the mobject related to the corresponding vertex.
vertex_mobjects
A dictionary whose keys are the vertices, and whose values are
mobjects to be used as vertices. Passing vertices here overrides
all other configuration options for a vertex.
edge_type
The mobject class used for displaying edges in the scene.
edge_config
Either a dictionary containing keyword arguments to be passed
to the class specified via ``edge_type``, or a dictionary whose
keys are the edges, and whose values are dictionaries containing
keyword arguments for the mobject related to the corresponding edge.
Examples
--------
First, we create a small graph and demonstrate that the edges move
together with the vertices.
.. manim:: MovingVertices
class MovingVertices(Scene):
def construct(self):
vertices = [1, 2, 3, 4]
edges = [(1, 2), (2, 3), (3, 4), (1, 3), (1, 4)]
g = Graph(vertices, edges)
self.play(Create(g))
self.wait()
self.play(g[1].animate.move_to([1, 1, 0]),
g[2].animate.move_to([-1, 1, 0]),
g[3].animate.move_to([1, -1, 0]),
g[4].animate.move_to([-1, -1, 0]))
self.wait()
There are several automatic positioning algorithms to choose from:
.. manim:: GraphAutoPosition
:save_last_frame:
class GraphAutoPosition(Scene):
def construct(self):
vertices = [1, 2, 3, 4, 5, 6, 7, 8]
edges = [(1, 7), (1, 8), (2, 3), (2, 4), (2, 5),
(2, 8), (3, 4), (6, 1), (6, 2),
(6, 3), (7, 2), (7, 4)]
autolayouts = ["spring", "circular", "kamada_kawai",
"planar", "random", "shell",
"spectral", "spiral"]
graphs = [Graph(vertices, edges, layout=lt).scale(0.5)
for lt in autolayouts]
r1 = VGroup(*graphs[:3]).arrange()
r2 = VGroup(*graphs[3:6]).arrange()
r3 = VGroup(*graphs[6:]).arrange()
self.add(VGroup(r1, r2, r3).arrange(direction=DOWN))
Vertices can also be positioned manually:
.. manim:: GraphManualPosition
:save_last_frame:
class GraphManualPosition(Scene):
def construct(self):
vertices = [1, 2, 3, 4]
edges = [(1, 2), (2, 3), (3, 4), (4, 1)]
lt = {1: [0, 0, 0], 2: [1, 1, 0], 3: [1, -1, 0], 4: [-1, 0, 0]}
G = Graph(vertices, edges, layout=lt)
self.add(G)
The vertices in graphs can be labeled, and configurations for vertices
and edges can be modified both by default and for specific vertices and
edges.
.. note::
In ``edge_config``, edges can be passed in both directions: if
``(u, v)`` is an edge in the graph, both ``(u, v)`` as well
as ``(v, u)`` can be used as keys in the dictionary.
.. manim:: LabeledModifiedGraph
:save_last_frame:
class LabeledModifiedGraph(Scene):
def construct(self):
vertices = [1, 2, 3, 4, 5, 6, 7, 8]
edges = [(1, 7), (1, 8), (2, 3), (2, 4), (2, 5),
(2, 8), (3, 4), (6, 1), (6, 2),
(6, 3), (7, 2), (7, 4)]
g = Graph(vertices, edges, layout="circular", layout_scale=3,
labels=True, vertex_config={7: {"fill_color": RED}},
edge_config={(1, 7): {"stroke_color": RED},
(2, 7): {"stroke_color": RED},
(4, 7): {"stroke_color": RED}})
self.add(g)
You can also lay out a partite graph on columns by specifying
a list of the vertices on each side and choosing the partite layout.
.. note::
All vertices in your graph which are not listed in any of the partitions
are collected in their own partition and rendered in the rightmost column.
.. manim:: PartiteGraph
:save_last_frame:
import networkx as nx
class PartiteGraph(Scene):
def construct(self):
G = nx.Graph()
G.add_nodes_from([0, 1, 2, 3])
G.add_edges_from([(0, 2), (0,3), (1, 2)])
graph = Graph(list(G.nodes), list(G.edges), layout="partite", partitions=[[0, 1]])
self.play(Create(graph))
The representation of a linear artificial neural network is facilitated
by the use of the partite layout and defining partitions for each layer.
.. manim:: LinearNN
:save_last_frame:
class LinearNN(Scene):
def construct(self):
edges = []
partitions = []
c = 0
layers = [2, 3, 3, 2] # the number of neurons in each layer
for i in layers:
partitions.append(list(range(c + 1, c + i + 1)))
c += i
for i, v in enumerate(layers[1:]):
last = sum(layers[:i+1])
for j in range(v):
for k in range(last - layers[i], last):
edges.append((k + 1, j + last + 1))
vertices = np.arange(1, sum(layers) + 1)
graph = Graph(
vertices,
edges,
layout='partite',
partitions=partitions,
layout_scale=3,
vertex_config={'radius': 0.20},
)
self.add(graph)
The custom tree layout can be used to show the graph
by distance from the root vertex. You must pass the root vertex
of the tree.
.. manim:: Tree
import networkx as nx
class Tree(Scene):
def construct(self):
G = nx.Graph()
G.add_node("ROOT")
for i in range(5):
G.add_node("Child_%i" % i)
G.add_node("Grandchild_%i" % i)
G.add_node("Greatgrandchild_%i" % i)
G.add_edge("ROOT", "Child_%i" % i)
G.add_edge("Child_%i" % i, "Grandchild_%i" % i)
G.add_edge("Grandchild_%i" % i, "Greatgrandchild_%i" % i)
self.play(Create(
Graph(list(G.nodes), list(G.edges), layout="tree", root_vertex="ROOT")))
The following code sample illustrates the use of the ``vertex_spacing``
layout parameter specific to the ``"tree"`` layout. As mentioned
above, setting ``vertex_spacing`` overrides the specified value
for ``layout_scale``, and as such it is harder to control the size
of the mobject. However, we can adjust the captured frame and
zoom out by using a :class:`.MovingCameraScene`::
class LargeTreeGeneration(MovingCameraScene):
DEPTH = 4
CHILDREN_PER_VERTEX = 3
LAYOUT_CONFIG = {"vertex_spacing": (0.5, 1)}
VERTEX_CONF = {"radius": 0.25, "color": BLUE_B, "fill_opacity": 1}
def expand_vertex(self, g, vertex_id: str, depth: int):
new_vertices = [f"{vertex_id}/{i}" for i in range(self.CHILDREN_PER_VERTEX)]
new_edges = [(vertex_id, child_id) for child_id in new_vertices]
g.add_edges(
*new_edges,
vertex_config=self.VERTEX_CONF,
positions={
k: g.vertices[vertex_id].get_center() + 0.1 * DOWN for k in new_vertices
},
)
if depth < self.DEPTH:
for child_id in new_vertices:
self.expand_vertex(g, child_id, depth + 1)
return g
def construct(self):
g = Graph(["ROOT"], [], vertex_config=self.VERTEX_CONF)
g = self.expand_vertex(g, "ROOT", 1)
self.add(g)
self.play(
g.animate.change_layout(
"tree",
root_vertex="ROOT",
layout_config=self.LAYOUT_CONFIG,
)
)
self.play(self.camera.auto_zoom(g, margin=1), run_time=0.5)
"""
@staticmethod
def _empty_networkx_graph() -> nx.Graph:
return nx.Graph()
def _populate_edge_dict(
self, edges: list[tuple[Hashable, Hashable]], edge_type: type[Mobject]
):
self.edges = {
(u, v): edge_type(
self[u].get_center(),
self[v].get_center(),
z_index=-1,
**self._edge_config[(u, v)],
)
for (u, v) in edges
}
def update_edges(self, graph):
for (u, v), edge in graph.edges.items():
# Undirected graph has a Line edge
edge.put_start_and_end_on(graph[u].get_center(), graph[v].get_center())
def __repr__(self: Graph) -> str:
return f"Undirected graph on {len(self.vertices)} vertices and {len(self.edges)} edges"
class DiGraph(GenericGraph):
"""A directed graph.
.. note::
In contrast to undirected graphs, the order in which vertices in a given
edge are specified is relevant here.
See also
--------
:class:`.GenericGraph`
Parameters
----------
vertices
A list of vertices. Must be hashable elements.
edges
A list of edges, specified as tuples ``(u, v)`` where both ``u``
and ``v`` are vertices. The edge is directed from ``u`` to ``v``.
labels
Controls whether or not vertices are labeled. If ``False`` (the default),
the vertices are not labeled; if ``True`` they are labeled using their
names (as specified in ``vertices``) via :class:`~.MathTex`. Alternatively,
custom labels can be specified by passing a dictionary whose keys are
the vertices, and whose values are the corresponding vertex labels
(rendered via, e.g., :class:`~.Text` or :class:`~.Tex`).
label_fill_color
Sets the fill color of the default labels generated when ``labels``
is set to ``True``. Has no effect for other values of ``labels``.
layout
Either one of ``"spring"`` (the default), ``"circular"``, ``"kamada_kawai"``,
``"planar"``, ``"random"``, ``"shell"``, ``"spectral"``, ``"spiral"``, ``"tree"``, and ``"partite"``
for automatic vertex positioning using ``networkx``
(see `their documentation <https://networkx.org/documentation/stable/reference/drawing.html#module-networkx.drawing.layout>`_
for more details), or a dictionary specifying a coordinate (value)
for each vertex (key) for manual positioning.
layout_config
Only for automatically generated layouts. A dictionary whose entries
are passed as keyword arguments to the automatic layout algorithm
specified via ``layout`` of ``networkx``.
The ``tree`` layout also accepts a special parameter ``vertex_spacing``
passed as a keyword argument inside the ``layout_config`` dictionary.
Passing a tuple ``(space_x, space_y)`` as this argument overrides
the value of ``layout_scale`` and ensures that vertices are arranged
in a way such that the centers of siblings in the same layer are
at least ``space_x`` units apart horizontally, and neighboring layers
are spaced ``space_y`` units vertically.
layout_scale
The scale of automatically generated layouts: the vertices will
be arranged such that the coordinates are located within the
interval ``[-scale, scale]``. Some layouts accept a tuple ``(scale_x, scale_y)``
causing the first coordinate to be in the interval ``[-scale_x, scale_x]``,
and the second in ``[-scale_y, scale_y]``. Default: 2.
vertex_type
The mobject class used for displaying vertices in the scene.
vertex_config
Either a dictionary containing keyword arguments to be passed to
the class specified via ``vertex_type``, or a dictionary whose keys
are the vertices, and whose values are dictionaries containing keyword
arguments for the mobject related to the corresponding vertex.
vertex_mobjects
A dictionary whose keys are the vertices, and whose values are
mobjects to be used as vertices. Passing vertices here overrides
all other configuration options for a vertex.
edge_type
The mobject class used for displaying edges in the scene.
edge_config
Either a dictionary containing keyword arguments to be passed
to the class specified via ``edge_type``, or a dictionary whose
keys are the edges, and whose values are dictionaries containing
keyword arguments for the mobject related to the corresponding edge.
You can further customize the tip by adding a ``tip_config`` dictionary
for global styling, or by adding the dict to a specific ``edge_config``.
Examples
--------
.. manim:: MovingDiGraph
class MovingDiGraph(Scene):
def construct(self):
vertices = [1, 2, 3, 4]
edges = [(1, 2), (2, 3), (3, 4), (1, 3), (1, 4)]
g = DiGraph(vertices, edges)
self.add(g)
self.play(
g[1].animate.move_to([1, 1, 1]),
g[2].animate.move_to([-1, 1, 2]),
g[3].animate.move_to([1, -1, -1]),
g[4].animate.move_to([-1, -1, 0]),
)
self.wait()
You can customize the edges and arrow tips globally or locally.
.. manim:: CustomDiGraph
class CustomDiGraph(Scene):
def construct(self):
vertices = [i for i in range(5)]
edges = [
(0, 1),
(1, 2),
(3, 2),
(3, 4),
]
edge_config = {
"stroke_width": 2,
"tip_config": {
"tip_shape": ArrowSquareTip,
"tip_length": 0.15,
},
(3, 4): {
"color": RED,
"tip_config": {"tip_length": 0.25, "tip_width": 0.25}
},
}
g = DiGraph(
vertices,
edges,
labels=True,
layout="circular",
edge_config=edge_config,
).scale(1.4)
self.play(Create(g))
self.wait()
Since this implementation respects the labels boundary you can also use
it for an undirected moving graph with labels.
.. manim:: UndirectedMovingDiGraph
class UndirectedMovingDiGraph(Scene):
def construct(self):
vertices = [i for i in range(5)]
edges = [
(0, 1),
(1, 2),
(3, 2),
(3, 4),
]
edge_config = {
"stroke_width": 2,
"tip_config": {"tip_length": 0, "tip_width": 0},
(3, 4): {"color": RED},
}
g = DiGraph(
vertices,
edges,
labels=True,
layout="circular",
edge_config=edge_config,
).scale(1.4)
self.play(Create(g))
self.wait()
self.play(
g[1].animate.move_to([1, 1, 1]),
g[2].animate.move_to([-1, 1, 2]),
g[3].animate.move_to([-1.5, -1.5, -1]),
g[4].animate.move_to([1, -2, -1]),
)
self.wait()
"""
@staticmethod
def _empty_networkx_graph() -> nx.DiGraph:
return nx.DiGraph()
def _populate_edge_dict(
self, edges: list[tuple[Hashable, Hashable]], edge_type: type[Mobject]
):
self.edges = {
(u, v): edge_type(
self[u],
self[v],
z_index=-1,
**self._edge_config[(u, v)],
)
for (u, v) in edges
}
for (u, v), edge in self.edges.items():
edge.add_tip(**self._tip_config[(u, v)])
def update_edges(self, graph):
"""Updates the edges to stick at their corresponding vertices.
Arrow tips need to be repositioned since otherwise they can be
deformed.
"""
for (u, v), edge in graph.edges.items():
edge_type = type(edge)
tip = edge.pop_tips()[0]
new_edge = edge_type(self[u], self[v], **self._edge_config[(u, v)])
edge.become(new_edge)
edge.add_tip(tip)
def __repr__(self: DiGraph) -> str:
return f"Directed graph on {len(self.vertices)} vertices and {len(self.edges)} edges"
|
manim_ManimCommunity/manim/mobject/frame.py
|
"""Special rectangles."""
from __future__ import annotations
__all__ = [
"ScreenRectangle",
"FullScreenRectangle",
]
from manim.mobject.geometry.polygram import Rectangle
from .. import config
class ScreenRectangle(Rectangle):
def __init__(self, aspect_ratio=16.0 / 9.0, height=4, **kwargs):
super().__init__(width=aspect_ratio * height, height=height, **kwargs)
@property
def aspect_ratio(self):
"""The aspect ratio.
When set, the width is stretched to accommodate
the new aspect ratio.
"""
return self.width / self.height
@aspect_ratio.setter
def aspect_ratio(self, value):
self.stretch_to_fit_width(value * self.height)
class FullScreenRectangle(ScreenRectangle):
def __init__(self, **kwargs):
super().__init__(**kwargs)
self.height = config["frame_height"]
|
manim_ManimCommunity/manim/mobject/table.py
|
r"""Mobjects representing tables.
Examples
--------
.. manim:: TableExamples
:save_last_frame:
class TableExamples(Scene):
def construct(self):
t0 = Table(
[["First", "Second"],
["Third","Fourth"]],
row_labels=[Text("R1"), Text("R2")],
col_labels=[Text("C1"), Text("C2")],
top_left_entry=Text("TOP"))
t0.add_highlighted_cell((2,2), color=GREEN)
x_vals = np.linspace(-2,2,5)
y_vals = np.exp(x_vals)
t1 = DecimalTable(
[x_vals, y_vals],
row_labels=[MathTex("x"), MathTex("f(x)")],
include_outer_lines=True)
t1.add(t1.get_cell((2,2), color=RED))
t2 = MathTable(
[["+", 0, 5, 10],
[0, 0, 5, 10],
[2, 2, 7, 12],
[4, 4, 9, 14]],
include_outer_lines=True)
t2.get_horizontal_lines()[:3].set_color(BLUE)
t2.get_vertical_lines()[:3].set_color(BLUE)
t2.get_horizontal_lines()[:3].set_z_index(1)
cross = VGroup(
Line(UP + LEFT, DOWN + RIGHT),
Line(UP + RIGHT, DOWN + LEFT))
a = Circle().set_color(RED).scale(0.5)
b = cross.set_color(BLUE).scale(0.5)
t3 = MobjectTable(
[[a.copy(),b.copy(),a.copy()],
[b.copy(),a.copy(),a.copy()],
[a.copy(),b.copy(),b.copy()]])
t3.add(Line(
t3.get_corner(DL), t3.get_corner(UR)
).set_color(RED))
vals = np.arange(1,21).reshape(5,4)
t4 = IntegerTable(
vals,
include_outer_lines=True
)
g1 = Group(t0, t1).scale(0.5).arrange(buff=1).to_edge(UP, buff=1)
g2 = Group(t2, t3, t4).scale(0.5).arrange(buff=1).to_edge(DOWN, buff=1)
self.add(g1, g2)
"""
from __future__ import annotations
__all__ = [
"Table",
"MathTable",
"MobjectTable",
"IntegerTable",
"DecimalTable",
]
import itertools as it
from typing import Callable, Iterable, Sequence
from manim.mobject.geometry.line import Line
from manim.mobject.geometry.polygram import Polygon
from manim.mobject.geometry.shape_matchers import BackgroundRectangle
from manim.mobject.text.numbers import DecimalNumber, Integer
from manim.mobject.text.tex_mobject import MathTex
from manim.mobject.text.text_mobject import Paragraph
from .. import config
from ..animation.animation import Animation
from ..animation.composition import AnimationGroup
from ..animation.creation import Create, Write
from ..animation.fading import FadeIn
from ..mobject.types.vectorized_mobject import VGroup, VMobject
from ..utils.color import BLACK, YELLOW, ManimColor, ParsableManimColor
from .utils import get_vectorized_mobject_class
class Table(VGroup):
"""A mobject that displays a table on the screen.
Parameters
----------
table
A 2D array or list of lists. Content of the table has to be a valid input
for the callable set in ``element_to_mobject``.
row_labels
List of :class:`~.VMobject` representing the labels of each row.
col_labels
List of :class:`~.VMobject` representing the labels of each column.
top_left_entry
The top-left entry of the table, can only be specified if row and
column labels are given.
v_buff
Vertical buffer passed to :meth:`~.Mobject.arrange_in_grid`, by default 0.8.
h_buff
Horizontal buffer passed to :meth:`~.Mobject.arrange_in_grid`, by default 1.3.
include_outer_lines
``True`` if the table should include outer lines, by default False.
add_background_rectangles_to_entries
``True`` if background rectangles should be added to entries, by default ``False``.
entries_background_color
Background color of entries if ``add_background_rectangles_to_entries`` is ``True``.
include_background_rectangle
``True`` if the table should have a background rectangle, by default ``False``.
background_rectangle_color
Background color of table if ``include_background_rectangle`` is ``True``.
element_to_mobject
The :class:`~.Mobject` class applied to the table entries. by default :class:`~.Paragraph`. For common choices, see :mod:`~.text_mobject`/:mod:`~.tex_mobject`.
element_to_mobject_config
Custom configuration passed to :attr:`element_to_mobject`, by default {}.
arrange_in_grid_config
Dict passed to :meth:`~.Mobject.arrange_in_grid`, customizes the arrangement of the table.
line_config
Dict passed to :class:`~.Line`, customizes the lines of the table.
kwargs
Additional arguments to be passed to :class:`~.VGroup`.
Examples
--------
.. manim:: TableExamples
:save_last_frame:
class TableExamples(Scene):
def construct(self):
t0 = Table(
[["This", "is a"],
["simple", "Table in \\n Manim."]])
t1 = Table(
[["This", "is a"],
["simple", "Table."]],
row_labels=[Text("R1"), Text("R2")],
col_labels=[Text("C1"), Text("C2")])
t1.add_highlighted_cell((2,2), color=YELLOW)
t2 = Table(
[["This", "is a"],
["simple", "Table."]],
row_labels=[Text("R1"), Text("R2")],
col_labels=[Text("C1"), Text("C2")],
top_left_entry=Star().scale(0.3),
include_outer_lines=True,
arrange_in_grid_config={"cell_alignment": RIGHT})
t2.add(t2.get_cell((2,2), color=RED))
t3 = Table(
[["This", "is a"],
["simple", "Table."]],
row_labels=[Text("R1"), Text("R2")],
col_labels=[Text("C1"), Text("C2")],
top_left_entry=Star().scale(0.3),
include_outer_lines=True,
line_config={"stroke_width": 1, "color": YELLOW})
t3.remove(*t3.get_vertical_lines())
g = Group(
t0,t1,t2,t3
).scale(0.7).arrange_in_grid(buff=1)
self.add(g)
.. manim:: BackgroundRectanglesExample
:save_last_frame:
class BackgroundRectanglesExample(Scene):
def construct(self):
background = Rectangle(height=6.5, width=13)
background.set_fill(opacity=.5)
background.set_color([TEAL, RED, YELLOW])
self.add(background)
t0 = Table(
[["This", "is a"],
["simple", "Table."]],
add_background_rectangles_to_entries=True)
t1 = Table(
[["This", "is a"],
["simple", "Table."]],
include_background_rectangle=True)
g = Group(t0, t1).scale(0.7).arrange(buff=0.5)
self.add(g)
"""
def __init__(
self,
table: Iterable[Iterable[float | str | VMobject]],
row_labels: Iterable[VMobject] | None = None,
col_labels: Iterable[VMobject] | None = None,
top_left_entry: VMobject | None = None,
v_buff: float = 0.8,
h_buff: float = 1.3,
include_outer_lines: bool = False,
add_background_rectangles_to_entries: bool = False,
entries_background_color: ParsableManimColor = BLACK,
include_background_rectangle: bool = False,
background_rectangle_color: ParsableManimColor = BLACK,
element_to_mobject: Callable[
[float | str | VMobject],
VMobject,
] = Paragraph,
element_to_mobject_config: dict = {},
arrange_in_grid_config: dict = {},
line_config: dict = {},
**kwargs,
):
self.row_labels = row_labels
self.col_labels = col_labels
self.top_left_entry = top_left_entry
self.row_dim = len(table)
self.col_dim = len(table[0])
self.v_buff = v_buff
self.h_buff = h_buff
self.include_outer_lines = include_outer_lines
self.add_background_rectangles_to_entries = add_background_rectangles_to_entries
self.entries_background_color = ManimColor(entries_background_color)
self.include_background_rectangle = include_background_rectangle
self.background_rectangle_color = ManimColor(background_rectangle_color)
self.element_to_mobject = element_to_mobject
self.element_to_mobject_config = element_to_mobject_config
self.arrange_in_grid_config = arrange_in_grid_config
self.line_config = line_config
for row in table:
if len(row) == len(table[0]):
pass
else:
raise ValueError("Not all rows in table have the same length.")
super().__init__(**kwargs)
mob_table = self._table_to_mob_table(table)
self.elements_without_labels = VGroup(*it.chain(*mob_table))
mob_table = self._add_labels(mob_table)
self._organize_mob_table(mob_table)
self.elements = VGroup(*it.chain(*mob_table))
if len(self.elements[0].get_all_points()) == 0:
self.elements.remove(self.elements[0])
self.add(self.elements)
self.center()
self.mob_table = mob_table
self._add_horizontal_lines()
self._add_vertical_lines()
if self.add_background_rectangles_to_entries:
self.add_background_to_entries(color=self.entries_background_color)
if self.include_background_rectangle:
self.add_background_rectangle(color=self.background_rectangle_color)
def _table_to_mob_table(
self,
table: Iterable[Iterable[float | str | VMobject]],
) -> list:
"""Initilaizes the entries of ``table`` as :class:`~.VMobject`.
Parameters
----------
table
A 2D array or list of lists. Content of the table has to be a valid input
for the callable set in ``element_to_mobject``.
Returns
--------
List
List of :class:`~.VMobject` from the entries of ``table``.
"""
return [
[
self.element_to_mobject(item, **self.element_to_mobject_config)
for item in row
]
for row in table
]
def _organize_mob_table(self, table: Iterable[Iterable[VMobject]]) -> VGroup:
"""Arranges the :class:`~.VMobject` of ``table`` in a grid.
Parameters
----------
table
A 2D iterable object with :class:`~.VMobject` entries.
Returns
--------
:class:`~.VGroup`
The :class:`~.VMobject` of the ``table`` in a :class:`~.VGroup` already
arranged in a table-like grid.
"""
help_table = VGroup()
for i, row in enumerate(table):
for j, _ in enumerate(row):
help_table.add(table[i][j])
help_table.arrange_in_grid(
rows=len(table),
cols=len(table[0]),
buff=(self.h_buff, self.v_buff),
**self.arrange_in_grid_config,
)
return help_table
def _add_labels(self, mob_table: VGroup) -> VGroup:
"""Adds labels to an in a grid arranged :class:`~.VGroup`.
Parameters
----------
mob_table
An in a grid organized class:`~.VGroup`.
Returns
--------
:class:`~.VGroup`
Returns the ``mob_table`` with added labels.
"""
if self.row_labels is not None:
for k in range(len(self.row_labels)):
mob_table[k] = [self.row_labels[k]] + mob_table[k]
if self.col_labels is not None:
if self.row_labels is not None:
if self.top_left_entry is not None:
col_labels = [self.top_left_entry] + self.col_labels
mob_table.insert(0, col_labels)
else:
# Placeholder to use arrange_in_grid if top_left_entry is not set.
# Import OpenGLVMobject to work with --renderer=opengl
dummy_mobject = get_vectorized_mobject_class()()
col_labels = [dummy_mobject] + self.col_labels
mob_table.insert(0, col_labels)
else:
mob_table.insert(0, self.col_labels)
return mob_table
def _add_horizontal_lines(self) -> Table:
"""Adds the horizontal lines to the table."""
anchor_left = self.get_left()[0] - 0.5 * self.h_buff
anchor_right = self.get_right()[0] + 0.5 * self.h_buff
line_group = VGroup()
if self.include_outer_lines:
anchor = self.get_rows()[0].get_top()[1] + 0.5 * self.v_buff
line = Line(
[anchor_left, anchor, 0], [anchor_right, anchor, 0], **self.line_config
)
line_group.add(line)
self.add(line)
anchor = self.get_rows()[-1].get_bottom()[1] - 0.5 * self.v_buff
line = Line(
[anchor_left, anchor, 0], [anchor_right, anchor, 0], **self.line_config
)
line_group.add(line)
self.add(line)
for k in range(len(self.mob_table) - 1):
anchor = self.get_rows()[k + 1].get_top()[1] + 0.5 * (
self.get_rows()[k].get_bottom()[1] - self.get_rows()[k + 1].get_top()[1]
)
line = Line(
[anchor_left, anchor, 0], [anchor_right, anchor, 0], **self.line_config
)
line_group.add(line)
self.add(line)
self.horizontal_lines = line_group
return self
def _add_vertical_lines(self) -> Table:
"""Adds the vertical lines to the table"""
anchor_top = self.get_rows().get_top()[1] + 0.5 * self.v_buff
anchor_bottom = self.get_rows().get_bottom()[1] - 0.5 * self.v_buff
line_group = VGroup()
if self.include_outer_lines:
anchor = self.get_columns()[0].get_left()[0] - 0.5 * self.h_buff
line = Line(
[anchor, anchor_top, 0], [anchor, anchor_bottom, 0], **self.line_config
)
line_group.add(line)
self.add(line)
anchor = self.get_columns()[-1].get_right()[0] + 0.5 * self.h_buff
line = Line(
[anchor, anchor_top, 0], [anchor, anchor_bottom, 0], **self.line_config
)
line_group.add(line)
self.add(line)
for k in range(len(self.mob_table[0]) - 1):
anchor = self.get_columns()[k + 1].get_left()[0] + 0.5 * (
self.get_columns()[k].get_right()[0]
- self.get_columns()[k + 1].get_left()[0]
)
line = Line(
[anchor, anchor_bottom, 0], [anchor, anchor_top, 0], **self.line_config
)
line_group.add(line)
self.add(line)
self.vertical_lines = line_group
return self
def get_horizontal_lines(self) -> VGroup:
"""Return the horizontal lines of the table.
Returns
--------
:class:`~.VGroup`
:class:`~.VGroup` containing all the horizontal lines of the table.
Examples
--------
.. manim:: GetHorizontalLinesExample
:save_last_frame:
class GetHorizontalLinesExample(Scene):
def construct(self):
table = Table(
[["First", "Second"],
["Third","Fourth"]],
row_labels=[Text("R1"), Text("R2")],
col_labels=[Text("C1"), Text("C2")])
table.get_horizontal_lines().set_color(RED)
self.add(table)
"""
return self.horizontal_lines
def get_vertical_lines(self) -> VGroup:
"""Return the vertical lines of the table.
Returns
--------
:class:`~.VGroup`
:class:`~.VGroup` containing all the vertical lines of the table.
Examples
--------
.. manim:: GetVerticalLinesExample
:save_last_frame:
class GetVerticalLinesExample(Scene):
def construct(self):
table = Table(
[["First", "Second"],
["Third","Fourth"]],
row_labels=[Text("R1"), Text("R2")],
col_labels=[Text("C1"), Text("C2")])
table.get_vertical_lines()[0].set_color(RED)
self.add(table)
"""
return self.vertical_lines
def get_columns(self) -> VGroup:
"""Return columns of the table as a :class:`~.VGroup` of :class:`~.VGroup`.
Returns
--------
:class:`~.VGroup`
:class:`~.VGroup` containing each column in a :class:`~.VGroup`.
Examples
--------
.. manim:: GetColumnsExample
:save_last_frame:
class GetColumnsExample(Scene):
def construct(self):
table = Table(
[["First", "Second"],
["Third","Fourth"]],
row_labels=[Text("R1"), Text("R2")],
col_labels=[Text("C1"), Text("C2")])
table.add(SurroundingRectangle(table.get_columns()[1]))
self.add(table)
"""
return VGroup(
*(
VGroup(*(row[i] for row in self.mob_table))
for i in range(len(self.mob_table[0]))
)
)
def get_rows(self) -> VGroup:
"""Return the rows of the table as a :class:`~.VGroup` of :class:`~.VGroup`.
Returns
--------
:class:`~.VGroup`
:class:`~.VGroup` containing each row in a :class:`~.VGroup`.
Examples
--------
.. manim:: GetRowsExample
:save_last_frame:
class GetRowsExample(Scene):
def construct(self):
table = Table(
[["First", "Second"],
["Third","Fourth"]],
row_labels=[Text("R1"), Text("R2")],
col_labels=[Text("C1"), Text("C2")])
table.add(SurroundingRectangle(table.get_rows()[1]))
self.add(table)
"""
return VGroup(*(VGroup(*row) for row in self.mob_table))
def set_column_colors(self, *colors: Iterable[ParsableManimColor]) -> Table:
"""Set individual colors for each column of the table.
Parameters
----------
colors
An iterable of colors; each color corresponds to a column.
Examples
--------
.. manim:: SetColumnColorsExample
:save_last_frame:
class SetColumnColorsExample(Scene):
def construct(self):
table = Table(
[["First", "Second"],
["Third","Fourth"]],
row_labels=[Text("R1"), Text("R2")],
col_labels=[Text("C1"), Text("C2")]
).set_column_colors([RED,BLUE], GREEN)
self.add(table)
"""
columns = self.get_columns()
for color, column in zip(colors, columns):
column.set_color(color)
return self
def set_row_colors(self, *colors: Iterable[ParsableManimColor]) -> Table:
"""Set individual colors for each row of the table.
Parameters
----------
colors
An iterable of colors; each color corresponds to a row.
Examples
--------
.. manim:: SetRowColorsExample
:save_last_frame:
class SetRowColorsExample(Scene):
def construct(self):
table = Table(
[["First", "Second"],
["Third","Fourth"]],
row_labels=[Text("R1"), Text("R2")],
col_labels=[Text("C1"), Text("C2")]
).set_row_colors([RED,BLUE], GREEN)
self.add(table)
"""
rows = self.get_rows()
for color, row in zip(colors, rows):
row.set_color(color)
return self
def get_entries(
self,
pos: Sequence[int] | None = None,
) -> VMobject | VGroup:
"""Return the individual entries of the table (including labels) or one specific entry
if the parameter, ``pos``, is set.
Parameters
----------
pos
The position of a specific entry on the table. ``(1,1)`` being the top left entry
of the table.
Returns
-------
Union[:class:`~.VMobject`, :class:`~.VGroup`]
:class:`~.VGroup` containing all entries of the table (including labels)
or the :class:`~.VMobject` at the given position if ``pos`` is set.
Examples
--------
.. manim:: GetEntriesExample
:save_last_frame:
class GetEntriesExample(Scene):
def construct(self):
table = Table(
[["First", "Second"],
["Third","Fourth"]],
row_labels=[Text("R1"), Text("R2")],
col_labels=[Text("C1"), Text("C2")])
ent = table.get_entries()
for item in ent:
item.set_color(random_bright_color())
table.get_entries((2,2)).rotate(PI)
self.add(table)
"""
if pos is not None:
if (
self.row_labels is not None
and self.col_labels is not None
and self.top_left_entry is None
):
index = len(self.mob_table[0]) * (pos[0] - 1) + pos[1] - 2
return self.elements[index]
else:
index = len(self.mob_table[0]) * (pos[0] - 1) + pos[1] - 1
return self.elements[index]
else:
return self.elements
def get_entries_without_labels(
self,
pos: Sequence[int] | None = None,
) -> VMobject | VGroup:
"""Return the individual entries of the table (without labels) or one specific entry
if the parameter, ``pos``, is set.
Parameters
----------
pos
The position of a specific entry on the table. ``(1,1)`` being the top left entry
of the table (without labels).
Returns
-------
Union[:class:`~.VMobject`, :class:`~.VGroup`]
:class:`~.VGroup` containing all entries of the table (without labels)
or the :class:`~.VMobject` at the given position if ``pos`` is set.
Examples
--------
.. manim:: GetEntriesWithoutLabelsExample
:save_last_frame:
class GetEntriesWithoutLabelsExample(Scene):
def construct(self):
table = Table(
[["First", "Second"],
["Third","Fourth"]],
row_labels=[Text("R1"), Text("R2")],
col_labels=[Text("C1"), Text("C2")])
ent = table.get_entries_without_labels()
colors = [BLUE, GREEN, YELLOW, RED]
for k in range(len(colors)):
ent[k].set_color(colors[k])
table.get_entries_without_labels((2,2)).rotate(PI)
self.add(table)
"""
if pos is not None:
index = self.col_dim * (pos[0] - 1) + pos[1] - 1
return self.elements_without_labels[index]
else:
return self.elements_without_labels
def get_row_labels(self) -> VGroup:
"""Return the row labels of the table.
Returns
-------
:class:`~.VGroup`
:class:`~.VGroup` containing the row labels of the table.
Examples
--------
.. manim:: GetRowLabelsExample
:save_last_frame:
class GetRowLabelsExample(Scene):
def construct(self):
table = Table(
[["First", "Second"],
["Third","Fourth"]],
row_labels=[Text("R1"), Text("R2")],
col_labels=[Text("C1"), Text("C2")])
lab = table.get_row_labels()
for item in lab:
item.set_color(random_bright_color())
self.add(table)
"""
return VGroup(*self.row_labels)
def get_col_labels(self) -> VGroup:
"""Return the column labels of the table.
Returns
--------
:class:`~.VGroup`
VGroup containing the column labels of the table.
Examples
--------
.. manim:: GetColLabelsExample
:save_last_frame:
class GetColLabelsExample(Scene):
def construct(self):
table = Table(
[["First", "Second"],
["Third","Fourth"]],
row_labels=[Text("R1"), Text("R2")],
col_labels=[Text("C1"), Text("C2")])
lab = table.get_col_labels()
for item in lab:
item.set_color(random_bright_color())
self.add(table)
"""
return VGroup(*self.col_labels)
def get_labels(self) -> VGroup:
"""Returns the labels of the table.
Returns
--------
:class:`~.VGroup`
:class:`~.VGroup` containing all the labels of the table.
Examples
--------
.. manim:: GetLabelsExample
:save_last_frame:
class GetLabelsExample(Scene):
def construct(self):
table = Table(
[["First", "Second"],
["Third","Fourth"]],
row_labels=[Text("R1"), Text("R2")],
col_labels=[Text("C1"), Text("C2")])
lab = table.get_labels()
colors = [BLUE, GREEN, YELLOW, RED]
for k in range(len(colors)):
lab[k].set_color(colors[k])
self.add(table)
"""
label_group = VGroup()
if self.top_left_entry is not None:
label_group.add(self.top_left_entry)
for label in (self.col_labels, self.row_labels):
if label is not None:
label_group.add(*label)
return label_group
def add_background_to_entries(self, color: ParsableManimColor = BLACK) -> Table:
"""Adds a black :class:`~.BackgroundRectangle` to each entry of the table."""
for mob in self.get_entries():
mob.add_background_rectangle(color=ManimColor(color))
return self
def get_cell(self, pos: Sequence[int] = (1, 1), **kwargs) -> Polygon:
"""Returns one specific cell as a rectangular :class:`~.Polygon` without the entry.
Parameters
----------
pos
The position of a specific entry on the table. ``(1,1)`` being the top left entry
of the table.
kwargs
Additional arguments to be passed to :class:`~.Polygon`.
Returns
-------
:class:`~.Polygon`
Polygon mimicking one specific cell of the Table.
Examples
--------
.. manim:: GetCellExample
:save_last_frame:
class GetCellExample(Scene):
def construct(self):
table = Table(
[["First", "Second"],
["Third","Fourth"]],
row_labels=[Text("R1"), Text("R2")],
col_labels=[Text("C1"), Text("C2")])
cell = table.get_cell((2,2), color=RED)
self.add(table, cell)
"""
row = self.get_rows()[pos[0] - 1]
col = self.get_columns()[pos[1] - 1]
edge_UL = [
col.get_left()[0] - self.h_buff / 2,
row.get_top()[1] + self.v_buff / 2,
0,
]
edge_UR = [
col.get_right()[0] + self.h_buff / 2,
row.get_top()[1] + self.v_buff / 2,
0,
]
edge_DL = [
col.get_left()[0] - self.h_buff / 2,
row.get_bottom()[1] - self.v_buff / 2,
0,
]
edge_DR = [
col.get_right()[0] + self.h_buff / 2,
row.get_bottom()[1] - self.v_buff / 2,
0,
]
rec = Polygon(edge_UL, edge_UR, edge_DR, edge_DL, **kwargs)
return rec
def get_highlighted_cell(
self, pos: Sequence[int] = (1, 1), color: ParsableManimColor = YELLOW, **kwargs
) -> BackgroundRectangle:
"""Returns a :class:`~.BackgroundRectangle` of the cell at the given position.
Parameters
----------
pos
The position of a specific entry on the table. ``(1,1)`` being the top left entry
of the table.
color
The color used to highlight the cell.
kwargs
Additional arguments to be passed to :class:`~.BackgroundRectangle`.
Examples
--------
.. manim:: GetHighlightedCellExample
:save_last_frame:
class GetHighlightedCellExample(Scene):
def construct(self):
table = Table(
[["First", "Second"],
["Third","Fourth"]],
row_labels=[Text("R1"), Text("R2")],
col_labels=[Text("C1"), Text("C2")])
highlight = table.get_highlighted_cell((2,2), color=GREEN)
table.add_to_back(highlight)
self.add(table)
"""
cell = self.get_cell(pos)
bg_cell = BackgroundRectangle(cell, color=ManimColor(color), **kwargs)
return bg_cell
def add_highlighted_cell(
self, pos: Sequence[int] = (1, 1), color: ParsableManimColor = YELLOW, **kwargs
) -> Table:
"""Highlights one cell at a specific position on the table by adding a :class:`~.BackgroundRectangle`.
Parameters
----------
pos
The position of a specific entry on the table. ``(1,1)`` being the top left entry
of the table.
color
The color used to highlight the cell.
kwargs
Additional arguments to be passed to :class:`~.BackgroundRectangle`.
Examples
--------
.. manim:: AddHighlightedCellExample
:save_last_frame:
class AddHighlightedCellExample(Scene):
def construct(self):
table = Table(
[["First", "Second"],
["Third","Fourth"]],
row_labels=[Text("R1"), Text("R2")],
col_labels=[Text("C1"), Text("C2")])
table.add_highlighted_cell((2,2), color=GREEN)
self.add(table)
"""
bg_cell = self.get_highlighted_cell(pos, color=ManimColor(color), **kwargs)
self.add_to_back(bg_cell)
entry = self.get_entries(pos)
entry.background_rectangle = bg_cell
return self
def create(
self,
lag_ratio: float = 1,
line_animation: Callable[[VMobject | VGroup], Animation] = Create,
label_animation: Callable[[VMobject | VGroup], Animation] = Write,
element_animation: Callable[[VMobject | VGroup], Animation] = Create,
entry_animation: Callable[[VMobject | VGroup], Animation] = FadeIn,
**kwargs,
) -> AnimationGroup:
"""Customized create-type function for tables.
Parameters
----------
lag_ratio
The lag ratio of the animation.
line_animation
The animation style of the table lines, see :mod:`~.creation` for examples.
label_animation
The animation style of the table labels, see :mod:`~.creation` for examples.
element_animation
The animation style of the table elements, see :mod:`~.creation` for examples.
entry_animation
The entry animation of the table background, see :mod:`~.creation` for examples.
kwargs
Further arguments passed to the creation animations.
Returns
-------
:class:`~.AnimationGroup`
AnimationGroup containing creation of the lines and of the elements.
Examples
--------
.. manim:: CreateTableExample
class CreateTableExample(Scene):
def construct(self):
table = Table(
[["First", "Second"],
["Third","Fourth"]],
row_labels=[Text("R1"), Text("R2")],
col_labels=[Text("C1"), Text("C2")],
include_outer_lines=True)
self.play(table.create())
self.wait()
"""
animations: Sequence[Animation] = [
line_animation(
VGroup(self.vertical_lines, self.horizontal_lines),
**kwargs,
),
element_animation(self.elements_without_labels.set_z_index(2), **kwargs),
]
if self.get_labels():
animations += [
label_animation(self.get_labels(), **kwargs),
]
if self.get_entries():
for entry in self.elements_without_labels:
try:
animations += [
entry_animation(
entry.background_rectangle,
**kwargs,
)
]
except AttributeError:
continue
return AnimationGroup(*animations, lag_ratio=lag_ratio)
def scale(self, scale_factor: float, **kwargs):
# h_buff and v_buff must be adjusted so that Table.get_cell
# can construct an accurate polygon for a cell.
self.h_buff *= scale_factor
self.v_buff *= scale_factor
super().scale(scale_factor, **kwargs)
return self
class MathTable(Table):
"""A specialized :class:`~.Table` mobject for use with LaTeX.
Examples
--------
.. manim:: MathTableExample
:save_last_frame:
class MathTableExample(Scene):
def construct(self):
t0 = MathTable(
[["+", 0, 5, 10],
[0, 0, 5, 10],
[2, 2, 7, 12],
[4, 4, 9, 14]],
include_outer_lines=True)
self.add(t0)
"""
def __init__(
self,
table: Iterable[Iterable[float | str]],
element_to_mobject: Callable[[float | str], VMobject] = MathTex,
**kwargs,
):
"""
Special case of :class:`~.Table` with `element_to_mobject` set to :class:`~.MathTex`.
Every entry in `table` is set in a Latex `align` environment.
Parameters
----------
table
A 2d array or list of lists. Content of the table have to be valid input
for :class:`~.MathTex`.
element_to_mobject
The :class:`~.Mobject` class applied to the table entries. Set as :class:`~.MathTex`.
kwargs
Additional arguments to be passed to :class:`~.Table`.
"""
super().__init__(
table,
element_to_mobject=element_to_mobject,
**kwargs,
)
class MobjectTable(Table):
"""A specialized :class:`~.Table` mobject for use with :class:`~.Mobject`.
Examples
--------
.. manim:: MobjectTableExample
:save_last_frame:
class MobjectTableExample(Scene):
def construct(self):
cross = VGroup(
Line(UP + LEFT, DOWN + RIGHT),
Line(UP + RIGHT, DOWN + LEFT),
)
a = Circle().set_color(RED).scale(0.5)
b = cross.set_color(BLUE).scale(0.5)
t0 = MobjectTable(
[[a.copy(),b.copy(),a.copy()],
[b.copy(),a.copy(),a.copy()],
[a.copy(),b.copy(),b.copy()]]
)
line = Line(
t0.get_corner(DL), t0.get_corner(UR)
).set_color(RED)
self.add(t0, line)
"""
def __init__(
self,
table: Iterable[Iterable[VMobject]],
element_to_mobject: Callable[[VMobject], VMobject] = lambda m: m,
**kwargs,
):
"""
Special case of :class:`~.Table` with ``element_to_mobject`` set to an identity function.
Here, every item in ``table`` must already be of type :class:`~.Mobject`.
Parameters
----------
table
A 2D array or list of lists. Content of the table must be of type :class:`~.Mobject`.
element_to_mobject
The :class:`~.Mobject` class applied to the table entries. Set as ``lambda m : m`` to return itself.
kwargs
Additional arguments to be passed to :class:`~.Table`.
"""
super().__init__(table, element_to_mobject=element_to_mobject, **kwargs)
class IntegerTable(Table):
"""A specialized :class:`~.Table` mobject for use with :class:`~.Integer`.
Examples
--------
.. manim:: IntegerTableExample
:save_last_frame:
class IntegerTableExample(Scene):
def construct(self):
t0 = IntegerTable(
[[0,30,45,60,90],
[90,60,45,30,0]],
col_labels=[
MathTex("\\\\frac{\\sqrt{0}}{2}"),
MathTex("\\\\frac{\\sqrt{1}}{2}"),
MathTex("\\\\frac{\\sqrt{2}}{2}"),
MathTex("\\\\frac{\\sqrt{3}}{2}"),
MathTex("\\\\frac{\\sqrt{4}}{2}")],
row_labels=[MathTex("\\sin"), MathTex("\\cos")],
h_buff=1,
element_to_mobject_config={"unit": "^{\\circ}"})
self.add(t0)
"""
def __init__(
self,
table: Iterable[Iterable[float | str]],
element_to_mobject: Callable[[float | str], VMobject] = Integer,
**kwargs,
):
"""
Special case of :class:`~.Table` with `element_to_mobject` set to :class:`~.Integer`.
Will round if there are decimal entries in the table.
Parameters
----------
table
A 2d array or list of lists. Content of the table has to be valid input
for :class:`~.Integer`.
element_to_mobject
The :class:`~.Mobject` class applied to the table entries. Set as :class:`~.Integer`.
kwargs
Additional arguments to be passed to :class:`~.Table`.
"""
super().__init__(table, element_to_mobject=element_to_mobject, **kwargs)
class DecimalTable(Table):
"""A specialized :class:`~.Table` mobject for use with :class:`~.DecimalNumber` to display decimal entries.
Examples
--------
.. manim:: DecimalTableExample
:save_last_frame:
class DecimalTableExample(Scene):
def construct(self):
x_vals = [-2,-1,0,1,2]
y_vals = np.exp(x_vals)
t0 = DecimalTable(
[x_vals, y_vals],
row_labels=[MathTex("x"), MathTex("f(x)=e^{x}")],
h_buff=1,
element_to_mobject_config={"num_decimal_places": 2})
self.add(t0)
"""
def __init__(
self,
table: Iterable[Iterable[float | str]],
element_to_mobject: Callable[[float | str], VMobject] = DecimalNumber,
element_to_mobject_config: dict = {"num_decimal_places": 1},
**kwargs,
):
"""
Special case of :class:`~.Table` with ``element_to_mobject`` set to :class:`~.DecimalNumber`.
By default, ``num_decimal_places`` is set to 1.
Will round/truncate the decimal places based on the provided ``element_to_mobject_config``.
Parameters
----------
table
A 2D array, or a list of lists. Content of the table must be valid input
for :class:`~.DecimalNumber`.
element_to_mobject
The :class:`~.Mobject` class applied to the table entries. Set as :class:`~.DecimalNumber`.
element_to_mobject_config
Element to mobject config, here set as {"num_decimal_places": 1}.
kwargs
Additional arguments to be passed to :class:`~.Table`.
"""
super().__init__(
table,
element_to_mobject=element_to_mobject,
element_to_mobject_config=element_to_mobject_config,
**kwargs,
)
|
manim_ManimCommunity/manim/mobject/utils.py
|
"""Utilities for working with mobjects."""
from __future__ import annotations
__all__ = [
"get_mobject_class",
"get_point_mobject_class",
"get_vectorized_mobject_class",
]
from .._config import config
from ..constants import RendererType
from .mobject import Mobject
from .opengl.opengl_mobject import OpenGLMobject
from .opengl.opengl_point_cloud_mobject import OpenGLPMobject
from .opengl.opengl_vectorized_mobject import OpenGLVMobject
from .types.point_cloud_mobject import PMobject
from .types.vectorized_mobject import VMobject
def get_mobject_class() -> type:
"""Gets the base mobject class, depending on the currently active renderer.
.. NOTE::
This method is intended to be used in the code base of Manim itself
or in plugins where code should work independent of the selected
renderer.
Examples
--------
The function has to be explicitly imported. We test that
the name of the returned class is one of the known mobject
base classes::
>>> from manim.mobject.utils import get_mobject_class
>>> get_mobject_class().__name__ in ['Mobject', 'OpenGLMobject']
True
"""
if config.renderer == RendererType.CAIRO:
return Mobject
if config.renderer == RendererType.OPENGL:
return OpenGLMobject
raise NotImplementedError(
"Base mobjects are not implemented for the active renderer."
)
def get_vectorized_mobject_class() -> type:
"""Gets the vectorized mobject class, depending on the currently
active renderer.
.. NOTE::
This method is intended to be used in the code base of Manim itself
or in plugins where code should work independent of the selected
renderer.
Examples
--------
The function has to be explicitly imported. We test that
the name of the returned class is one of the known mobject
base classes::
>>> from manim.mobject.utils import get_vectorized_mobject_class
>>> get_vectorized_mobject_class().__name__ in ['VMobject', 'OpenGLVMobject']
True
"""
if config.renderer == RendererType.CAIRO:
return VMobject
if config.renderer == RendererType.OPENGL:
return OpenGLVMobject
raise NotImplementedError(
"Vectorized mobjects are not implemented for the active renderer."
)
def get_point_mobject_class() -> type:
"""Gets the point cloud mobject class, depending on the currently
active renderer.
.. NOTE::
This method is intended to be used in the code base of Manim itself
or in plugins where code should work independent of the selected
renderer.
Examples
--------
The function has to be explicitly imported. We test that
the name of the returned class is one of the known mobject
base classes::
>>> from manim.mobject.utils import get_point_mobject_class
>>> get_point_mobject_class().__name__ in ['PMobject', 'OpenGLPMobject']
True
"""
if config.renderer == RendererType.CAIRO:
return PMobject
if config.renderer == RendererType.OPENGL:
return OpenGLPMobject
raise NotImplementedError(
"Point cloud mobjects are not implemented for the active renderer."
)
|
manim_ManimCommunity/manim/mobject/vector_field.py
|
"""Mobjects representing vector fields."""
from __future__ import annotations
__all__ = [
"VectorField",
"ArrowVectorField",
"StreamLines",
]
import itertools as it
import random
from math import ceil, floor
from typing import Callable, Iterable, Sequence
import numpy as np
from PIL import Image
from manim.animation.updaters.update import UpdateFromAlphaFunc
from manim.mobject.geometry.line import Vector
from manim.mobject.graphing.coordinate_systems import CoordinateSystem
from .. import config
from ..animation.composition import AnimationGroup, Succession
from ..animation.creation import Create
from ..animation.indication import ShowPassingFlash
from ..constants import OUT, RIGHT, UP, RendererType
from ..mobject.mobject import Mobject
from ..mobject.types.vectorized_mobject import VGroup
from ..mobject.utils import get_vectorized_mobject_class
from ..utils.bezier import interpolate, inverse_interpolate
from ..utils.color import (
BLUE_E,
GREEN,
RED,
YELLOW,
ManimColor,
ParsableManimColor,
color_to_rgb,
rgb_to_color,
)
from ..utils.rate_functions import ease_out_sine, linear
from ..utils.simple_functions import sigmoid
DEFAULT_SCALAR_FIELD_COLORS: list = [BLUE_E, GREEN, YELLOW, RED]
class VectorField(VGroup):
"""A vector field.
Vector fields are based on a function defining a vector at every position.
This class does by default not include any visible elements but provides
methods to move other :class:`~.Mobject` s along the vector field.
Parameters
----------
func
The function defining the rate of change at every position of the `VectorField`.
color
The color of the vector field. If set, position-specific coloring is disabled.
color_scheme
A function mapping a vector to a single value. This value gives the position in the color gradient defined using `min_color_scheme_value`, `max_color_scheme_value` and `colors`.
min_color_scheme_value
The value of the color_scheme function to be mapped to the first color in `colors`. Lower values also result in the first color of the gradient.
max_color_scheme_value
The value of the color_scheme function to be mapped to the last color in `colors`. Higher values also result in the last color of the gradient.
colors
The colors defining the color gradient of the vector field.
kwargs
Additional arguments to be passed to the :class:`~.VGroup` constructor
"""
def __init__(
self,
func: Callable[[np.ndarray], np.ndarray],
color: ParsableManimColor | None = None,
color_scheme: Callable[[np.ndarray], float] | None = None,
min_color_scheme_value: float = 0,
max_color_scheme_value: float = 2,
colors: Sequence[ParsableManimColor] = DEFAULT_SCALAR_FIELD_COLORS,
**kwargs,
):
super().__init__(**kwargs)
self.func = func
if color is None:
self.single_color = False
if color_scheme is None:
def color_scheme(p):
return np.linalg.norm(p)
self.color_scheme = color_scheme # TODO maybe other default for direction?
self.rgbs = np.array(list(map(color_to_rgb, colors)))
def pos_to_rgb(pos: np.ndarray) -> tuple[float, float, float, float]:
vec = self.func(pos)
color_value = np.clip(
self.color_scheme(vec),
min_color_scheme_value,
max_color_scheme_value,
)
alpha = inverse_interpolate(
min_color_scheme_value,
max_color_scheme_value,
color_value,
)
alpha *= len(self.rgbs) - 1
c1 = self.rgbs[int(alpha)]
c2 = self.rgbs[min(int(alpha + 1), len(self.rgbs) - 1)]
alpha %= 1
return interpolate(c1, c2, alpha)
self.pos_to_rgb = pos_to_rgb
self.pos_to_color = lambda pos: rgb_to_color(self.pos_to_rgb(pos))
else:
self.single_color = True
self.color = ManimColor.parse(color)
self.submob_movement_updater = None
@staticmethod
def shift_func(
func: Callable[[np.ndarray], np.ndarray],
shift_vector: np.ndarray,
) -> Callable[[np.ndarray], np.ndarray]:
"""Shift a vector field function.
Parameters
----------
func
The function defining a vector field.
shift_vector
The shift to be applied to the vector field.
Returns
-------
`Callable[[np.ndarray], np.ndarray]`
The shifted vector field function.
"""
return lambda p: func(p - shift_vector)
@staticmethod
def scale_func(
func: Callable[[np.ndarray], np.ndarray],
scalar: float,
) -> Callable[[np.ndarray], np.ndarray]:
"""Scale a vector field function.
Parameters
----------
func
The function defining a vector field.
scalar
The scalar to be applied to the vector field.
Examples
--------
.. manim:: ScaleVectorFieldFunction
class ScaleVectorFieldFunction(Scene):
def construct(self):
func = lambda pos: np.sin(pos[1]) * RIGHT + np.cos(pos[0]) * UP
vector_field = ArrowVectorField(func)
self.add(vector_field)
self.wait()
func = VectorField.scale_func(func, 0.5)
self.play(vector_field.animate.become(ArrowVectorField(func)))
self.wait()
Returns
-------
`Callable[[np.ndarray], np.ndarray]`
The scaled vector field function.
"""
return lambda p: func(p * scalar)
def fit_to_coordinate_system(self, coordinate_system: CoordinateSystem):
"""Scale the vector field to fit a coordinate system.
This method is useful when the vector field is defined in a coordinate system
different from the one used to display the vector field.
This method can only be used once because it transforms the origin of each vector.
Parameters
----------
coordinate_system
The coordinate system to fit the vector field to.
"""
self.apply_function(lambda pos: coordinate_system.coords_to_point(*pos))
def nudge(
self,
mob: Mobject,
dt: float = 1,
substeps: int = 1,
pointwise: bool = False,
) -> VectorField:
"""Nudge a :class:`~.Mobject` along the vector field.
Parameters
----------
mob
The mobject to move along the vector field
dt
A scalar to the amount the mobject is moved along the vector field.
The actual distance is based on the magnitude of the vector field.
substeps
The amount of steps the whole nudge is divided into. Higher values
give more accurate approximations.
pointwise
Whether to move the mobject along the vector field. If `False` the
vector field takes effect on the center of the given
:class:`~.Mobject`. If `True` the vector field takes effect on the
points of the individual points of the :class:`~.Mobject`,
potentially distorting it.
Returns
-------
VectorField
This vector field.
Examples
--------
.. manim:: Nudging
class Nudging(Scene):
def construct(self):
func = lambda pos: np.sin(pos[1] / 2) * RIGHT + np.cos(pos[0] / 2) * UP
vector_field = ArrowVectorField(
func, x_range=[-7, 7, 1], y_range=[-4, 4, 1], length_func=lambda x: x / 2
)
self.add(vector_field)
circle = Circle(radius=2).shift(LEFT)
self.add(circle.copy().set_color(GRAY))
dot = Dot().move_to(circle)
vector_field.nudge(circle, -2, 60, True)
vector_field.nudge(dot, -2, 60)
circle.add_updater(vector_field.get_nudge_updater(pointwise=True))
dot.add_updater(vector_field.get_nudge_updater())
self.add(circle, dot)
self.wait(6)
"""
def runge_kutta(self, p: Sequence[float], step_size: float) -> float:
"""Returns the change in position of a point along a vector field.
Parameters
----------
p
The position of each point being moved along the vector field.
step_size
A scalar that is used to determine how much a point is shifted in a single step.
Returns
-------
float
How much the point is shifted.
"""
k_1 = self.func(p)
k_2 = self.func(p + step_size * (k_1 * 0.5))
k_3 = self.func(p + step_size * (k_2 * 0.5))
k_4 = self.func(p + step_size * k_3)
return step_size / 6.0 * (k_1 + 2.0 * k_2 + 2.0 * k_3 + k_4)
step_size = dt / substeps
for _ in range(substeps):
if pointwise:
mob.apply_function(lambda p: p + runge_kutta(self, p, step_size))
else:
mob.shift(runge_kutta(self, mob.get_center(), step_size))
return self
def nudge_submobjects(
self,
dt: float = 1,
substeps: int = 1,
pointwise: bool = False,
) -> VectorField:
"""Apply a nudge along the vector field to all submobjects.
Parameters
----------
dt
A scalar to the amount the mobject is moved along the vector field.
The actual distance is based on the magnitude of the vector field.
substeps
The amount of steps the whole nudge is divided into. Higher values
give more accurate approximations.
pointwise
Whether to move the mobject along the vector field. See :meth:`nudge` for details.
Returns
-------
VectorField
This vector field.
"""
for mob in self.submobjects:
self.nudge(mob, dt, substeps, pointwise)
return self
def get_nudge_updater(
self,
speed: float = 1,
pointwise: bool = False,
) -> Callable[[Mobject, float], Mobject]:
"""Get an update function to move a :class:`~.Mobject` along the vector field.
When used with :meth:`~.Mobject.add_updater`, the mobject will move along the vector field, where its speed is determined by the magnitude of the vector field.
Parameters
----------
speed
At `speed=1` the distance a mobject moves per second is equal to the magnitude of the vector field along its path. The speed value scales the speed of such a mobject.
pointwise
Whether to move the mobject along the vector field. See :meth:`nudge` for details.
Returns
-------
Callable[[Mobject, float], Mobject]
The update function.
"""
return lambda mob, dt: self.nudge(mob, dt * speed, pointwise=pointwise)
def start_submobject_movement(
self,
speed: float = 1,
pointwise: bool = False,
) -> VectorField:
"""Start continuously moving all submobjects along the vector field.
Calling this method multiple times will result in removing the previous updater created by this method.
Parameters
----------
speed
The speed at which to move the submobjects. See :meth:`get_nudge_updater` for details.
pointwise
Whether to move the mobject along the vector field. See :meth:`nudge` for details.
Returns
-------
VectorField
This vector field.
"""
self.stop_submobject_movement()
self.submob_movement_updater = lambda mob, dt: mob.nudge_submobjects(
dt * speed,
pointwise=pointwise,
)
self.add_updater(self.submob_movement_updater)
return self
def stop_submobject_movement(self) -> VectorField:
"""Stops the continuous movement started using :meth:`start_submobject_movement`.
Returns
-------
VectorField
This vector field.
"""
self.remove_updater(self.submob_movement_updater)
self.submob_movement_updater = None
return self
def get_colored_background_image(self, sampling_rate: int = 5) -> Image.Image:
"""Generate an image that displays the vector field.
The color at each position is calculated by passing the positing through a
series of steps:
Calculate the vector field function at that position, map that vector to a
single value using `self.color_scheme` and finally generate a color from
that value using the color gradient.
Parameters
----------
sampling_rate
The stepsize at which pixels get included in the image. Lower values give
more accurate results, but may take a long time to compute.
Returns
-------
Image.Imgae
The vector field image.
"""
if self.single_color:
raise ValueError(
"There is no point in generating an image if the vector field uses a single color.",
)
ph = int(config["pixel_height"] / sampling_rate)
pw = int(config["pixel_width"] / sampling_rate)
fw = config["frame_width"]
fh = config["frame_height"]
points_array = np.zeros((ph, pw, 3))
x_array = np.linspace(-fw / 2, fw / 2, pw)
y_array = np.linspace(fh / 2, -fh / 2, ph)
x_array = x_array.reshape((1, len(x_array)))
y_array = y_array.reshape((len(y_array), 1))
x_array = x_array.repeat(ph, axis=0)
y_array.repeat(pw, axis=1) # TODO why not y_array = y_array.repeat(...)?
points_array[:, :, 0] = x_array
points_array[:, :, 1] = y_array
rgbs = np.apply_along_axis(self.pos_to_rgb, 2, points_array)
return Image.fromarray((rgbs * 255).astype("uint8"))
def get_vectorized_rgba_gradient_function(
self,
start: float,
end: float,
colors: Iterable[ParsableManimColor],
):
"""
Generates a gradient of rgbas as a numpy array
Parameters
----------
start
start value used for inverse interpolation at :func:`~.inverse_interpolate`
end
end value used for inverse interpolation at :func:`~.inverse_interpolate`
colors
list of colors to generate the gradient
Returns
-------
function to generate the gradients as numpy arrays representing rgba values
"""
rgbs = np.array([color_to_rgb(c) for c in colors])
def func(values, opacity=1):
alphas = inverse_interpolate(start, end, 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)
result = np.concatenate(
(result, np.full([len(result), 1], opacity)),
axis=1,
)
return result
return func
class ArrowVectorField(VectorField):
"""A :class:`VectorField` represented by a set of change vectors.
Vector fields are always based on a function defining the :class:`~.Vector` at every position.
The values of this functions is displayed as a grid of vectors.
By default the color of each vector is determined by it's magnitude.
Other color schemes can be used however.
Parameters
----------
func
The function defining the rate of change at every position of the vector field.
color
The color of the vector field. If set, position-specific coloring is disabled.
color_scheme
A function mapping a vector to a single value. This value gives the position in the color gradient defined using `min_color_scheme_value`, `max_color_scheme_value` and `colors`.
min_color_scheme_value
The value of the color_scheme function to be mapped to the first color in `colors`. Lower values also result in the first color of the gradient.
max_color_scheme_value
The value of the color_scheme function to be mapped to the last color in `colors`. Higher values also result in the last color of the gradient.
colors
The colors defining the color gradient of the vector field.
x_range
A sequence of x_min, x_max, delta_x
y_range
A sequence of y_min, y_max, delta_y
z_range
A sequence of z_min, z_max, delta_z
three_dimensions
Enables three_dimensions. Default set to False, automatically turns True if
z_range is not None.
length_func
The function determining the displayed size of the vectors. The actual size
of the vector is passed, the returned value will be used as display size for the
vector. By default this is used to cap the displayed size of vectors to reduce the clutter.
opacity
The opacity of the arrows.
vector_config
Additional arguments to be passed to the :class:`~.Vector` constructor
kwargs
Additional arguments to be passed to the :class:`~.VGroup` constructor
Examples
--------
.. manim:: BasicUsage
:save_last_frame:
class BasicUsage(Scene):
def construct(self):
func = lambda pos: ((pos[0] * UR + pos[1] * LEFT) - pos) / 3
self.add(ArrowVectorField(func))
.. manim:: SizingAndSpacing
class SizingAndSpacing(Scene):
def construct(self):
func = lambda pos: np.sin(pos[0] / 2) * UR + np.cos(pos[1] / 2) * LEFT
vf = ArrowVectorField(func, x_range=[-7, 7, 1])
self.add(vf)
self.wait()
length_func = lambda x: x / 3
vf2 = ArrowVectorField(func, x_range=[-7, 7, 1], length_func=length_func)
self.play(vf.animate.become(vf2))
self.wait()
.. manim:: Coloring
:save_last_frame:
class Coloring(Scene):
def construct(self):
func = lambda pos: pos - LEFT * 5
colors = [RED, YELLOW, BLUE, DARK_GRAY]
min_radius = Circle(radius=2, color=colors[0]).shift(LEFT * 5)
max_radius = Circle(radius=10, color=colors[-1]).shift(LEFT * 5)
vf = ArrowVectorField(
func, min_color_scheme_value=2, max_color_scheme_value=10, colors=colors
)
self.add(vf, min_radius, max_radius)
"""
def __init__(
self,
func: Callable[[np.ndarray], np.ndarray],
color: ParsableManimColor | None = None,
color_scheme: Callable[[np.ndarray], float] | None = None,
min_color_scheme_value: float = 0,
max_color_scheme_value: float = 2,
colors: Sequence[ParsableManimColor] = DEFAULT_SCALAR_FIELD_COLORS,
# Determining Vector positions:
x_range: Sequence[float] = None,
y_range: Sequence[float] = None,
z_range: Sequence[float] = None,
three_dimensions: bool = False, # Automatically True if z_range is set
# 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 | None = None,
**kwargs,
):
self.x_range = x_range or [
floor(-config["frame_width"] / 2),
ceil(config["frame_width"] / 2),
]
self.y_range = y_range or [
floor(-config["frame_height"] / 2),
ceil(config["frame_height"] / 2),
]
self.ranges = [self.x_range, self.y_range]
if three_dimensions or z_range:
self.z_range = z_range or self.y_range.copy()
self.ranges += [self.z_range]
else:
self.ranges += [[0, 0]]
for i in range(len(self.ranges)):
if len(self.ranges[i]) == 2:
self.ranges[i] += [0.5]
self.ranges[i][1] += self.ranges[i][2]
self.x_range, self.y_range, self.z_range = self.ranges
super().__init__(
func,
color,
color_scheme,
min_color_scheme_value,
max_color_scheme_value,
colors,
**kwargs,
)
self.length_func = length_func
self.opacity = opacity
if vector_config is None:
vector_config = {}
self.vector_config = vector_config
self.func = func
x_range = np.arange(*self.x_range)
y_range = np.arange(*self.y_range)
z_range = np.arange(*self.z_range)
self.add(
*[
self.get_vector(x * RIGHT + y * UP + z * OUT)
for x, y, z in it.product(x_range, y_range, z_range)
]
)
self.set_opacity(self.opacity)
def get_vector(self, point: np.ndarray):
"""Creates a vector in the vector field.
The created vector is based on the function of the vector field and is
rooted in the given point. Color and length fit the specifications of
this vector field.
Parameters
----------
point
The root point of the vector.
"""
output = np.array(self.func(point))
norm = np.linalg.norm(output)
if norm != 0:
output *= self.length_func(norm) / norm
vect = Vector(output, **self.vector_config)
vect.shift(point)
if self.single_color:
vect.set_color(self.color)
else:
vect.set_color(self.pos_to_color(point))
return vect
class StreamLines(VectorField):
"""StreamLines represent the flow of a :class:`VectorField` using the trace of moving agents.
Vector fields are always based on a function defining the vector at every position.
The values of this functions is displayed by moving many agents along the vector field
and showing their trace.
Parameters
----------
func
The function defining the rate of change at every position of the vector field.
color
The color of the vector field. If set, position-specific coloring is disabled.
color_scheme
A function mapping a vector to a single value. This value gives the position in the color gradient defined using `min_color_scheme_value`, `max_color_scheme_value` and `colors`.
min_color_scheme_value
The value of the color_scheme function to be mapped to the first color in `colors`. Lower values also result in the first color of the gradient.
max_color_scheme_value
The value of the color_scheme function to be mapped to the last color in `colors`. Higher values also result in the last color of the gradient.
colors
The colors defining the color gradient of the vector field.
x_range
A sequence of x_min, x_max, delta_x
y_range
A sequence of y_min, y_max, delta_y
z_range
A sequence of z_min, z_max, delta_z
three_dimensions
Enables three_dimensions. Default set to False, automatically turns True if
z_range is not None.
noise_factor
The amount by which the starting position of each agent is altered along each axis. Defaults to :code:`delta_y / 2` if not defined.
n_repeats
The number of agents generated at each starting point.
dt
The factor by which the distance an agent moves per step is stretched. Lower values result in a better approximation of the trajectories in the vector field.
virtual_time
The time the agents get to move in the vector field. Higher values therefore result in longer stream lines. However, this whole time gets simulated upon creation.
max_anchors_per_line
The maximum number of anchors per line. Lines with more anchors get reduced in complexity, not in length.
padding
The distance agents can move out of the generation area before being terminated.
stroke_width
The stroke with of the stream lines.
opacity
The opacity of the stream lines.
Examples
--------
.. manim:: BasicUsage
:save_last_frame:
class BasicUsage(Scene):
def construct(self):
func = lambda pos: ((pos[0] * UR + pos[1] * LEFT) - pos) / 3
self.add(StreamLines(func))
.. manim:: SpawningAndFlowingArea
:save_last_frame:
class SpawningAndFlowingArea(Scene):
def construct(self):
func = lambda pos: np.sin(pos[0]) * UR + np.cos(pos[1]) * LEFT + pos / 5
stream_lines = StreamLines(
func, x_range=[-3, 3, 0.2], y_range=[-2, 2, 0.2], padding=1
)
spawning_area = Rectangle(width=6, height=4)
flowing_area = Rectangle(width=8, height=6)
labels = [Tex("Spawning Area"), Tex("Flowing Area").shift(DOWN * 2.5)]
for lbl in labels:
lbl.add_background_rectangle(opacity=0.6, buff=0.05)
self.add(stream_lines, spawning_area, flowing_area, *labels)
"""
def __init__(
self,
func: Callable[[np.ndarray], np.ndarray],
color: ParsableManimColor | None = None,
color_scheme: Callable[[np.ndarray], float] | None = None,
min_color_scheme_value: float = 0,
max_color_scheme_value: float = 2,
colors: Sequence[ParsableManimColor] = DEFAULT_SCALAR_FIELD_COLORS,
# Determining stream line starting positions:
x_range: Sequence[float] = None,
y_range: Sequence[float] = None,
z_range: Sequence[float] = None,
three_dimensions: bool = False,
noise_factor: float | None = None,
n_repeats=1,
# Determining how lines are drawn
dt=0.05,
virtual_time=3,
max_anchors_per_line=100,
padding=3,
# Determining stream line appearance:
stroke_width=1,
opacity=1,
**kwargs,
):
self.x_range = x_range or [
floor(-config["frame_width"] / 2),
ceil(config["frame_width"] / 2),
]
self.y_range = y_range or [
floor(-config["frame_height"] / 2),
ceil(config["frame_height"] / 2),
]
self.ranges = [self.x_range, self.y_range]
if three_dimensions or z_range:
self.z_range = z_range or self.y_range.copy()
self.ranges += [self.z_range]
else:
self.ranges += [[0, 0]]
for i in range(len(self.ranges)):
if len(self.ranges[i]) == 2:
self.ranges[i] += [0.5]
self.ranges[i][1] += self.ranges[i][2]
self.x_range, self.y_range, self.z_range = self.ranges
super().__init__(
func,
color,
color_scheme,
min_color_scheme_value,
max_color_scheme_value,
colors,
**kwargs,
)
self.noise_factor = (
noise_factor if noise_factor is not None else self.y_range[2] / 2
)
self.n_repeats = n_repeats
self.virtual_time = virtual_time
self.max_anchors_per_line = max_anchors_per_line
self.padding = padding
self.stroke_width = stroke_width
half_noise = self.noise_factor / 2
np.random.seed(0)
start_points = np.array(
[
(x - half_noise) * RIGHT
+ (y - half_noise) * UP
+ (z - half_noise) * OUT
+ self.noise_factor * np.random.random(3)
for n in range(self.n_repeats)
for x in np.arange(*self.x_range)
for y in np.arange(*self.y_range)
for z in np.arange(*self.z_range)
],
)
def outside_box(p):
return (
p[0] < self.x_range[0] - self.padding
or p[0] > self.x_range[1] + self.padding - self.x_range[2]
or p[1] < self.y_range[0] - self.padding
or p[1] > self.y_range[1] + self.padding - self.y_range[2]
or p[2] < self.z_range[0] - self.padding
or p[2] > self.z_range[1] + self.padding - self.z_range[2]
)
max_steps = ceil(virtual_time / dt) + 1
if not self.single_color:
self.background_img = self.get_colored_background_image()
if config["renderer"] == RendererType.OPENGL:
self.values_to_rgbas = self.get_vectorized_rgba_gradient_function(
min_color_scheme_value,
max_color_scheme_value,
colors,
)
for point in start_points:
points = [point]
for _ in range(max_steps):
last_point = points[-1]
new_point = last_point + dt * func(last_point)
if outside_box(new_point):
break
points.append(new_point)
step = max_steps
if not step:
continue
line = get_vectorized_mobject_class()()
line.duration = step * dt
step = max(1, int(len(points) / self.max_anchors_per_line))
line.set_points_smoothly(points[::step])
if self.single_color:
line.set_stroke(
color=self.color, width=self.stroke_width, opacity=opacity
)
else:
if config.renderer == RendererType.OPENGL:
# scaled for compatibility with cairo
line.set_stroke(width=self.stroke_width / 4.0)
norms = np.array(
[np.linalg.norm(self.func(point)) for point in line.points],
)
line.set_rgba_array_direct(
self.values_to_rgbas(norms, opacity),
name="stroke_rgba",
)
else:
if np.any(self.z_range != np.array([0, 0.5, 0.5])):
line.set_stroke(
[self.pos_to_color(p) for p in line.get_anchors()],
)
else:
line.color_using_background_image(self.background_img)
line.set_stroke(width=self.stroke_width, opacity=opacity)
self.add(line)
self.stream_lines = [*self.submobjects]
def create(
self,
lag_ratio: float | None = None,
run_time: Callable[[float], float] | None = None,
**kwargs,
) -> AnimationGroup:
"""The creation animation of the stream lines.
The stream lines appear in random order.
Parameters
----------
lag_ratio
The lag ratio of the animation.
If undefined, it will be selected so that the total animation length is 1.5 times the run time of each stream line creation.
run_time
The run time of every single stream line creation. The runtime of the whole animation might be longer due to the `lag_ratio`.
If undefined, the virtual time of the stream lines is used as run time.
Returns
-------
:class:`~.AnimationGroup`
The creation animation of the stream lines.
Examples
--------
.. manim:: StreamLineCreation
class StreamLineCreation(Scene):
def construct(self):
func = lambda pos: (pos[0] * UR + pos[1] * LEFT) - pos
stream_lines = StreamLines(
func,
color=YELLOW,
x_range=[-7, 7, 1],
y_range=[-4, 4, 1],
stroke_width=3,
virtual_time=1, # use shorter lines
max_anchors_per_line=5, # better performance with fewer anchors
)
self.play(stream_lines.create()) # uses virtual_time as run_time
self.wait()
"""
if run_time is None:
run_time = self.virtual_time
if lag_ratio is None:
lag_ratio = run_time / 2 / len(self.submobjects)
animations = [
Create(line, run_time=run_time, **kwargs) for line in self.stream_lines
]
random.shuffle(animations)
return AnimationGroup(*animations, lag_ratio=lag_ratio)
def start_animation(
self,
warm_up: bool = True,
flow_speed: float = 1,
time_width: float = 0.3,
rate_func: Callable[[float], float] = linear,
line_animation_class: type[ShowPassingFlash] = ShowPassingFlash,
**kwargs,
) -> None:
"""Animates the stream lines using an updater.
The stream lines will continuously flow
Parameters
----------
warm_up
If `True` the animation is initialized line by line. Otherwise it starts with all lines shown.
flow_speed
At `flow_speed=1` the distance the flow moves per second is equal to the magnitude of the vector field along its path. The speed value scales the speed of this flow.
time_width
The proportion of the stream line shown while being animated
rate_func
The rate function of each stream line flashing
line_animation_class
The animation class being used
Examples
--------
.. manim:: ContinuousMotion
class ContinuousMotion(Scene):
def construct(self):
func = lambda pos: np.sin(pos[0] / 2) * UR + np.cos(pos[1] / 2) * LEFT
stream_lines = StreamLines(func, stroke_width=3, max_anchors_per_line=30)
self.add(stream_lines)
stream_lines.start_animation(warm_up=False, flow_speed=1.5)
self.wait(stream_lines.virtual_time / stream_lines.flow_speed)
"""
for line in self.stream_lines:
run_time = line.duration / flow_speed
line.anim = line_animation_class(
line,
run_time=run_time,
rate_func=rate_func,
time_width=time_width,
**kwargs,
)
line.anim.begin()
line.time = random.random() * self.virtual_time
if warm_up:
line.time *= -1
self.add(line.anim.mobject)
def updater(mob, dt):
for line in mob.stream_lines:
line.time += dt * flow_speed
if line.time >= self.virtual_time:
line.time -= self.virtual_time
line.anim.interpolate(np.clip(line.time / line.anim.run_time, 0, 1))
self.add_updater(updater)
self.flow_animation = updater
self.flow_speed = flow_speed
self.time_width = time_width
def end_animation(self) -> AnimationGroup:
"""End the stream line animation smoothly.
Returns an animation resulting in fully displayed stream lines without a noticeable cut.
Returns
-------
:class:`~.AnimationGroup`
The animation fading out the running stream animation.
Raises
------
ValueError
if no stream line animation is running
Examples
--------
.. manim:: EndAnimation
class EndAnimation(Scene):
def construct(self):
func = lambda pos: np.sin(pos[0] / 2) * UR + np.cos(pos[1] / 2) * LEFT
stream_lines = StreamLines(
func, stroke_width=3, max_anchors_per_line=5, virtual_time=1, color=BLUE
)
self.add(stream_lines)
stream_lines.start_animation(warm_up=False, flow_speed=1.5, time_width=0.5)
self.wait(1)
self.play(stream_lines.end_animation())
"""
if self.flow_animation is None:
raise ValueError("You have to start the animation before fading it out.")
def hide_and_wait(mob, alpha):
if alpha == 0:
mob.set_stroke(opacity=0)
elif alpha == 1:
mob.set_stroke(opacity=1)
def finish_updater_cycle(line, alpha):
line.time += dt * self.flow_speed
line.anim.interpolate(min(line.time / line.anim.run_time, 1))
if alpha == 1:
self.remove(line.anim.mobject)
line.anim.finish()
max_run_time = self.virtual_time / self.flow_speed
creation_rate_func = ease_out_sine
creation_staring_speed = creation_rate_func(0.001) * 1000
creation_run_time = (
max_run_time / (1 + self.time_width) * creation_staring_speed
)
# creation_run_time is calculated so that the creation animation starts at the same speed
# as the regular line flash animation but eases out.
dt = 1 / config["frame_rate"]
animations = []
self.remove_updater(self.flow_animation)
self.flow_animation = None
for line in self.stream_lines:
create = Create(
line,
run_time=creation_run_time,
rate_func=creation_rate_func,
)
if line.time <= 0:
animations.append(
Succession(
UpdateFromAlphaFunc(
line,
hide_and_wait,
run_time=-line.time / self.flow_speed,
),
create,
),
)
self.remove(line.anim.mobject)
line.anim.finish()
else:
remaining_time = max_run_time - line.time / self.flow_speed
animations.append(
Succession(
UpdateFromAlphaFunc(
line,
finish_updater_cycle,
run_time=remaining_time,
),
create,
),
)
return AnimationGroup(*animations)
# TODO: Variant of StreamLines that is able to respond to changes in the vector field function
|
manim_ManimCommunity/manim/mobject/three_d/__init__.py
|
"""Three-dimensional mobjects.
Modules
=======
.. autosummary::
:toctree: ../reference
~polyhedra
~three_d_utils
~three_dimensions
"""
|
manim_ManimCommunity/manim/mobject/three_d/three_dimensions.py
|
"""Three-dimensional mobjects."""
from __future__ import annotations
from manim.typing import Point3D, Vector3D
from manim.utils.color import BLUE, BLUE_D, BLUE_E, LIGHT_GREY, WHITE, interpolate_color
__all__ = [
"ThreeDVMobject",
"Surface",
"Sphere",
"Dot3D",
"Cube",
"Prism",
"Cone",
"Arrow3D",
"Cylinder",
"Line3D",
"Torus",
]
from typing import Any, Callable, Iterable, Sequence
import numpy as np
from typing_extensions import Self
from manim import config, logger
from manim.constants import *
from manim.mobject.geometry.arc import Circle
from manim.mobject.geometry.polygram import Square
from manim.mobject.mobject import *
from manim.mobject.opengl.opengl_compatibility import ConvertToOpenGL
from manim.mobject.opengl.opengl_mobject import OpenGLMobject
from manim.mobject.types.vectorized_mobject import VGroup, VMobject
from manim.utils.color import (
BLUE,
BLUE_D,
BLUE_E,
LIGHT_GREY,
WHITE,
ManimColor,
ParsableManimColor,
interpolate_color,
)
from manim.utils.iterables import tuplify
from manim.utils.space_ops import normalize, perpendicular_bisector, z_to_vector
class ThreeDVMobject(VMobject, metaclass=ConvertToOpenGL):
def __init__(self, shade_in_3d: bool = True, **kwargs):
super().__init__(shade_in_3d=shade_in_3d, **kwargs)
class Surface(VGroup, metaclass=ConvertToOpenGL):
"""Creates a Parametric Surface using a checkerboard pattern.
Parameters
----------
func
The function defining the :class:`Surface`.
u_range
The range of the ``u`` variable: ``(u_min, u_max)``.
v_range
The range of the ``v`` variable: ``(v_min, v_max)``.
resolution
The number of samples taken of the :class:`Surface`. A tuple can be
used to define different resolutions for ``u`` and ``v`` respectively.
fill_color
The color of the :class:`Surface`. Ignored if ``checkerboard_colors``
is set.
fill_opacity
The opacity of the :class:`Surface`, from 0 being fully transparent
to 1 being fully opaque. Defaults to 1.
checkerboard_colors
ng individual faces alternating colors. Overrides ``fill_color``.
stroke_color
Color of the stroke surrounding each face of :class:`Surface`.
stroke_width
Width of the stroke surrounding each face of :class:`Surface`.
Defaults to 0.5.
should_make_jagged
Changes the anchor mode of the Bézier curves from smooth to jagged.
Defaults to ``False``.
Examples
--------
.. manim:: ParaSurface
:save_last_frame:
class ParaSurface(ThreeDScene):
def func(self, u, v):
return np.array([np.cos(u) * np.cos(v), np.cos(u) * np.sin(v), u])
def construct(self):
axes = ThreeDAxes(x_range=[-4,4], x_length=8)
surface = Surface(
lambda u, v: axes.c2p(*self.func(u, v)),
u_range=[-PI, PI],
v_range=[0, TAU],
resolution=8,
)
self.set_camera_orientation(theta=70 * DEGREES, phi=75 * DEGREES)
self.add(axes, surface)
"""
def __init__(
self,
func: Callable[[float, float], np.ndarray],
u_range: Sequence[float] = [0, 1],
v_range: Sequence[float] = [0, 1],
resolution: Sequence[int] = 32,
surface_piece_config: dict = {},
fill_color: ParsableManimColor = BLUE_D,
fill_opacity: float = 1.0,
checkerboard_colors: Sequence[ParsableManimColor] | bool = [BLUE_D, BLUE_E],
stroke_color: ParsableManimColor = LIGHT_GREY,
stroke_width: float = 0.5,
should_make_jagged: bool = False,
pre_function_handle_to_anchor_scale_factor: float = 0.00001,
**kwargs: Any,
) -> None:
self.u_range = u_range
self.v_range = v_range
super().__init__(**kwargs)
self.resolution = resolution
self.surface_piece_config = surface_piece_config
self.fill_color: ManimColor = ManimColor(fill_color)
self.fill_opacity = fill_opacity
if checkerboard_colors:
self.checkerboard_colors: list[ManimColor] = [
ManimColor(x) for x in checkerboard_colors
]
else:
self.checkerboard_colors = checkerboard_colors
self.stroke_color: ManimColor = ManimColor(stroke_color)
self.stroke_width = stroke_width
self.should_make_jagged = should_make_jagged
self.pre_function_handle_to_anchor_scale_factor = (
pre_function_handle_to_anchor_scale_factor
)
self._func = func
self._setup_in_uv_space()
self.apply_function(lambda p: func(p[0], p[1]))
if self.should_make_jagged:
self.make_jagged()
def func(self, u: float, v: float) -> np.ndarray:
return self._func(u, v)
def _get_u_values_and_v_values(self) -> tuple[np.ndarray, np.ndarray]:
res = tuplify(self.resolution)
if len(res) == 1:
u_res = v_res = res[0]
else:
u_res, v_res = res
u_values = np.linspace(*self.u_range, u_res + 1)
v_values = np.linspace(*self.v_range, v_res + 1)
return u_values, v_values
def _setup_in_uv_space(self) -> None:
u_values, v_values = self._get_u_values_and_v_values()
faces = VGroup()
for i in range(len(u_values) - 1):
for j in range(len(v_values) - 1):
u1, u2 = u_values[i : i + 2]
v1, v2 = v_values[j : j + 2]
face = ThreeDVMobject()
face.set_points_as_corners(
[
[u1, v1, 0],
[u2, v1, 0],
[u2, v2, 0],
[u1, v2, 0],
[u1, v1, 0],
],
)
faces.add(face)
face.u_index = i
face.v_index = j
face.u1 = u1
face.u2 = u2
face.v1 = v1
face.v2 = v2
faces.set_fill(color=self.fill_color, opacity=self.fill_opacity)
faces.set_stroke(
color=self.stroke_color,
width=self.stroke_width,
opacity=self.stroke_opacity,
)
self.add(*faces)
if self.checkerboard_colors:
self.set_fill_by_checkerboard(*self.checkerboard_colors)
def set_fill_by_checkerboard(
self, *colors: Iterable[ParsableManimColor], opacity: float | None = None
) -> Self:
"""Sets the fill_color of each face of :class:`Surface` in
an alternating pattern.
Parameters
----------
colors
List of colors for alternating pattern.
opacity
The fill_opacity of :class:`Surface`, from 0 being fully transparent
to 1 being fully opaque.
Returns
-------
:class:`~.Surface`
The parametric surface with an alternating pattern.
"""
n_colors = len(colors)
for face in self:
c_index = (face.u_index + face.v_index) % n_colors
face.set_fill(colors[c_index], opacity=opacity)
return self
def set_fill_by_value(
self,
axes: Mobject,
colorscale: list[ParsableManimColor] | ParsableManimColor | None = None,
axis: int = 2,
**kwargs,
) -> Self:
"""Sets the color of each mobject of a parametric surface to a color
relative to its axis-value.
Parameters
----------
axes
The axes for the parametric surface, which will be used to map
axis-values to colors.
colorscale
A list of colors, ordered from lower axis-values to higher axis-values.
If a list of tuples is passed containing colors paired with numbers,
then those numbers will be used as the pivots.
axis
The chosen axis to use for the color mapping. (0 = x, 1 = y, 2 = z)
Returns
-------
:class:`~.Surface`
The parametric surface with a gradient applied by value. For chaining.
Examples
--------
.. manim:: FillByValueExample
:save_last_frame:
class FillByValueExample(ThreeDScene):
def construct(self):
resolution_fa = 8
self.set_camera_orientation(phi=75 * DEGREES, theta=-160 * DEGREES)
axes = ThreeDAxes(x_range=(0, 5, 1), y_range=(0, 5, 1), z_range=(-1, 1, 0.5))
def param_surface(u, v):
x = u
y = v
z = np.sin(x) * np.cos(y)
return z
surface_plane = Surface(
lambda u, v: axes.c2p(u, v, param_surface(u, v)),
resolution=(resolution_fa, resolution_fa),
v_range=[0, 5],
u_range=[0, 5],
)
surface_plane.set_style(fill_opacity=1)
surface_plane.set_fill_by_value(axes=axes, colorscale=[(RED, -0.5), (YELLOW, 0), (GREEN, 0.5)], axis=2)
self.add(axes, surface_plane)
"""
if "colors" in kwargs and colorscale is None:
colorscale = kwargs.pop("colors")
if kwargs:
raise ValueError(
"Unsupported keyword argument(s): "
f"{', '.join(str(key) for key in kwargs)}"
)
if colorscale is None:
logger.warning(
"The value passed to the colorscale keyword argument was None, "
"the surface fill color has not been changed"
)
return self
ranges = [axes.x_range, axes.y_range, axes.z_range]
if type(colorscale[0]) is tuple:
new_colors, pivots = [
[i for i, j in colorscale],
[j for i, j in colorscale],
]
else:
new_colors = colorscale
pivot_min = ranges[axis][0]
pivot_max = ranges[axis][1]
pivot_frequency = (pivot_max - pivot_min) / (len(new_colors) - 1)
pivots = np.arange(
start=pivot_min,
stop=pivot_max + pivot_frequency,
step=pivot_frequency,
)
for mob in self.family_members_with_points():
axis_value = axes.point_to_coords(mob.get_midpoint())[axis]
if axis_value <= pivots[0]:
mob.set_color(new_colors[0])
elif axis_value >= pivots[-1]:
mob.set_color(new_colors[-1])
else:
for i, pivot in enumerate(pivots):
if pivot > axis_value:
color_index = (axis_value - pivots[i - 1]) / (
pivots[i] - pivots[i - 1]
)
color_index = min(color_index, 1)
mob_color = interpolate_color(
new_colors[i - 1],
new_colors[i],
color_index,
)
if config.renderer == RendererType.OPENGL:
mob.set_color(mob_color, recurse=False)
elif config.renderer == RendererType.CAIRO:
mob.set_color(mob_color, family=False)
break
return self
# Specific shapes
class Sphere(Surface):
"""A three-dimensional sphere.
Parameters
----------
center
Center of the :class:`Sphere`.
radius
The radius of the :class:`Sphere`.
resolution
The number of samples taken of the :class:`Sphere`. A tuple can be used
to define different resolutions for ``u`` and ``v`` respectively.
u_range
The range of the ``u`` variable: ``(u_min, u_max)``.
v_range
The range of the ``v`` variable: ``(v_min, v_max)``.
Examples
--------
.. manim:: ExampleSphere
:save_last_frame:
class ExampleSphere(ThreeDScene):
def construct(self):
self.set_camera_orientation(phi=PI / 6, theta=PI / 6)
sphere1 = Sphere(
center=(3, 0, 0),
radius=1,
resolution=(20, 20),
u_range=[0.001, PI - 0.001],
v_range=[0, TAU]
)
sphere1.set_color(RED)
self.add(sphere1)
sphere2 = Sphere(center=(-1, -3, 0), radius=2, resolution=(18, 18))
sphere2.set_color(GREEN)
self.add(sphere2)
sphere3 = Sphere(center=(-1, 2, 0), radius=2, resolution=(16, 16))
sphere3.set_color(BLUE)
self.add(sphere3)
"""
def __init__(
self,
center: Point3D = ORIGIN,
radius: float = 1,
resolution: Sequence[int] | None = None,
u_range: Sequence[float] = (0, TAU),
v_range: Sequence[float] = (0, PI),
**kwargs,
) -> None:
if config.renderer == RendererType.OPENGL:
res_value = (101, 51)
elif config.renderer == RendererType.CAIRO:
res_value = (24, 12)
else:
raise Exception("Unknown renderer")
resolution = resolution if resolution is not None else res_value
self.radius = radius
super().__init__(
self.func,
resolution=resolution,
u_range=u_range,
v_range=v_range,
**kwargs,
)
self.shift(center)
def func(self, u: float, v: float) -> np.ndarray:
"""The z values defining the :class:`Sphere` being plotted.
Returns
-------
:class:`numpy.array`
The z values defining the :class:`Sphere`.
"""
return self.radius * np.array(
[np.cos(u) * np.sin(v), np.sin(u) * np.sin(v), -np.cos(v)],
)
class Dot3D(Sphere):
"""A spherical dot.
Parameters
----------
point
The location of the dot.
radius
The radius of the dot.
color
The color of the :class:`Dot3D`.
resolution
The number of samples taken of the :class:`Dot3D`. A tuple can be
used to define different resolutions for ``u`` and ``v`` respectively.
Examples
--------
.. manim:: Dot3DExample
:save_last_frame:
class Dot3DExample(ThreeDScene):
def construct(self):
self.set_camera_orientation(phi=75*DEGREES, theta=-45*DEGREES)
axes = ThreeDAxes()
dot_1 = Dot3D(point=axes.coords_to_point(0, 0, 1), color=RED)
dot_2 = Dot3D(point=axes.coords_to_point(2, 0, 0), radius=0.1, color=BLUE)
dot_3 = Dot3D(point=[0, 0, 0], radius=0.1, color=ORANGE)
self.add(axes, dot_1, dot_2,dot_3)
"""
def __init__(
self,
point: list | np.ndarray = ORIGIN,
radius: float = DEFAULT_DOT_RADIUS,
color: ParsableManimColor = WHITE,
resolution: tuple[int, int] = (8, 8),
**kwargs,
) -> None:
super().__init__(center=point, radius=radius, resolution=resolution, **kwargs)
self.set_color(color)
class Cube(VGroup):
"""A three-dimensional cube.
Parameters
----------
side_length
Length of each side of the :class:`Cube`.
fill_opacity
The opacity of the :class:`Cube`, from 0 being fully transparent to 1 being
fully opaque. Defaults to 0.75.
fill_color
The color of the :class:`Cube`.
stroke_width
The width of the stroke surrounding each face of the :class:`Cube`.
Examples
--------
.. manim:: CubeExample
:save_last_frame:
class CubeExample(ThreeDScene):
def construct(self):
self.set_camera_orientation(phi=75*DEGREES, theta=-45*DEGREES)
axes = ThreeDAxes()
cube = Cube(side_length=3, fill_opacity=0.7, fill_color=BLUE)
self.add(cube)
"""
def __init__(
self,
side_length: float = 2,
fill_opacity: float = 0.75,
fill_color: ParsableManimColor = BLUE,
stroke_width: float = 0,
**kwargs,
) -> None:
self.side_length = side_length
super().__init__(
fill_color=fill_color,
fill_opacity=fill_opacity,
stroke_width=stroke_width,
**kwargs,
)
def generate_points(self) -> None:
"""Creates the sides of the :class:`Cube`."""
for vect in IN, OUT, LEFT, RIGHT, UP, DOWN:
face = Square(
side_length=self.side_length,
shade_in_3d=True,
)
face.flip()
face.shift(self.side_length * OUT / 2.0)
face.apply_matrix(z_to_vector(vect))
self.add(face)
init_points = generate_points
class Prism(Cube):
"""A right rectangular prism (or rectangular cuboid).
Defined by the length of each side in ``[x, y, z]`` format.
Parameters
----------
dimensions
Dimensions of the :class:`Prism` in ``[x, y, z]`` format.
Examples
--------
.. manim:: ExamplePrism
:save_last_frame:
class ExamplePrism(ThreeDScene):
def construct(self):
self.set_camera_orientation(phi=60 * DEGREES, theta=150 * DEGREES)
prismSmall = Prism(dimensions=[1, 2, 3]).rotate(PI / 2)
prismLarge = Prism(dimensions=[1.5, 3, 4.5]).move_to([2, 0, 0])
self.add(prismSmall, prismLarge)
"""
def __init__(
self, dimensions: tuple[float, float, float] | np.ndarray = [3, 2, 1], **kwargs
) -> None:
self.dimensions = dimensions
super().__init__(**kwargs)
def generate_points(self) -> None:
"""Creates the sides of the :class:`Prism`."""
super().generate_points()
for dim, value in enumerate(self.dimensions):
self.rescale_to_fit(value, dim, stretch=True)
class Cone(Surface):
"""A circular cone.
Can be defined using 2 parameters: its height, and its base radius.
The polar angle, theta, can be calculated using arctan(base_radius /
height) The spherical radius, r, is calculated using the pythagorean
theorem.
Parameters
----------
base_radius
The base radius from which the cone tapers.
height
The height measured from the plane formed by the base_radius to
the apex of the cone.
direction
The direction of the apex.
show_base
Whether to show the base plane or not.
v_range
The azimuthal angle to start and end at.
u_min
The radius at the apex.
checkerboard_colors
Show checkerboard grid texture on the cone.
Examples
--------
.. manim:: ExampleCone
:save_last_frame:
class ExampleCone(ThreeDScene):
def construct(self):
axes = ThreeDAxes()
cone = Cone(direction=X_AXIS+Y_AXIS+2*Z_AXIS, resolution=8)
self.set_camera_orientation(phi=5*PI/11, theta=PI/9)
self.add(axes, cone)
"""
def __init__(
self,
base_radius: float = 1,
height: float = 1,
direction: np.ndarray = Z_AXIS,
show_base: bool = False,
v_range: Sequence[float] = [0, TAU],
u_min: float = 0,
checkerboard_colors: bool = False,
**kwargs: Any,
) -> None:
self.direction = direction
self.theta = PI - np.arctan(base_radius / height)
super().__init__(
self.func,
v_range=v_range,
u_range=[u_min, np.sqrt(base_radius**2 + height**2)],
checkerboard_colors=checkerboard_colors,
**kwargs,
)
# used for rotations
self._current_theta = 0
self._current_phi = 0
if show_base:
self.base_circle = Circle(
radius=base_radius,
color=self.fill_color,
fill_opacity=self.fill_opacity,
stroke_width=0,
)
self.base_circle.shift(height * IN)
self.add(self.base_circle)
self._rotate_to_direction()
def func(self, u: float, v: float) -> np.ndarray:
"""Converts from spherical coordinates to cartesian.
Parameters
----------
u
The radius.
v
The azimuthal angle.
Returns
-------
:class:`numpy.array`
Points defining the :class:`Cone`.
"""
r = u
phi = v
return np.array(
[
r * np.sin(self.theta) * np.cos(phi),
r * np.sin(self.theta) * np.sin(phi),
r * np.cos(self.theta),
],
)
def _rotate_to_direction(self) -> None:
x, y, z = self.direction
r = np.sqrt(x**2 + y**2 + z**2)
if r > 0:
theta = np.arccos(z / r)
else:
theta = 0
if x == 0:
if y == 0: # along the z axis
phi = 0
else:
phi = np.arctan(np.inf)
if y < 0:
phi += PI
else:
phi = np.arctan(y / x)
if x < 0:
phi += PI
# Undo old rotation (in reverse order)
self.rotate(-self._current_phi, Z_AXIS, about_point=ORIGIN)
self.rotate(-self._current_theta, Y_AXIS, about_point=ORIGIN)
# Do new rotation
self.rotate(theta, Y_AXIS, about_point=ORIGIN)
self.rotate(phi, Z_AXIS, about_point=ORIGIN)
# Store values
self._current_theta = theta
self._current_phi = phi
def set_direction(self, direction: np.ndarray) -> None:
"""Changes the direction of the apex of the :class:`Cone`.
Parameters
----------
direction
The direction of the apex.
"""
self.direction = direction
self._rotate_to_direction()
def get_direction(self) -> np.ndarray:
"""Returns the current direction of the apex of the :class:`Cone`.
Returns
-------
direction : :class:`numpy.array`
The direction of the apex.
"""
return self.direction
class Cylinder(Surface):
"""A cylinder, defined by its height, radius and direction,
Parameters
----------
radius
The radius of the cylinder.
height
The height of the cylinder.
direction
The direction of the central axis of the cylinder.
v_range
The height along the height axis (given by direction) to start and end on.
show_ends
Whether to show the end caps or not.
resolution
The number of samples taken of the :class:`Cylinder`. A tuple can be used
to define different resolutions for ``u`` and ``v`` respectively.
Examples
--------
.. manim:: ExampleCylinder
:save_last_frame:
class ExampleCylinder(ThreeDScene):
def construct(self):
axes = ThreeDAxes()
cylinder = Cylinder(radius=2, height=3)
self.set_camera_orientation(phi=75 * DEGREES, theta=30 * DEGREES)
self.add(axes, cylinder)
"""
def __init__(
self,
radius: float = 1,
height: float = 2,
direction: np.ndarray = Z_AXIS,
v_range: Sequence[float] = [0, TAU],
show_ends: bool = True,
resolution: Sequence[int] = (24, 24),
**kwargs,
) -> None:
self._height = height
self.radius = radius
super().__init__(
self.func,
resolution=resolution,
u_range=[-self._height / 2, self._height / 2],
v_range=v_range,
**kwargs,
)
if show_ends:
self.add_bases()
self._current_phi = 0
self._current_theta = 0
self.set_direction(direction)
def func(self, u: float, v: float) -> np.ndarray:
"""Converts from cylindrical coordinates to cartesian.
Parameters
----------
u
The height.
v
The azimuthal angle.
Returns
-------
:class:`numpy.ndarray`
Points defining the :class:`Cylinder`.
"""
height = u
phi = v
r = self.radius
return np.array([r * np.cos(phi), r * np.sin(phi), height])
def add_bases(self) -> None:
"""Adds the end caps of the cylinder."""
if config.renderer == RendererType.OPENGL:
color = self.color
opacity = self.opacity
elif config.renderer == RendererType.CAIRO:
color = self.fill_color
opacity = self.fill_opacity
self.base_top = Circle(
radius=self.radius,
color=color,
fill_opacity=opacity,
shade_in_3d=True,
stroke_width=0,
)
self.base_top.shift(self.u_range[1] * IN)
self.base_bottom = Circle(
radius=self.radius,
color=color,
fill_opacity=opacity,
shade_in_3d=True,
stroke_width=0,
)
self.base_bottom.shift(self.u_range[0] * IN)
self.add(self.base_top, self.base_bottom)
def _rotate_to_direction(self) -> None:
x, y, z = self.direction
r = np.sqrt(x**2 + y**2 + z**2)
if r > 0:
theta = np.arccos(z / r)
else:
theta = 0
if x == 0:
if y == 0: # along the z axis
phi = 0
else: # along the x axis
phi = np.arctan(np.inf)
if y < 0:
phi += PI
else:
phi = np.arctan(y / x)
if x < 0:
phi += PI
# undo old rotation (in reverse direction)
self.rotate(-self._current_phi, Z_AXIS, about_point=ORIGIN)
self.rotate(-self._current_theta, Y_AXIS, about_point=ORIGIN)
# do new rotation
self.rotate(theta, Y_AXIS, about_point=ORIGIN)
self.rotate(phi, Z_AXIS, about_point=ORIGIN)
# store new values
self._current_theta = theta
self._current_phi = phi
def set_direction(self, direction: np.ndarray) -> None:
"""Sets the direction of the central axis of the :class:`Cylinder`.
Parameters
----------
direction : :class:`numpy.array`
The direction of the central axis of the :class:`Cylinder`.
"""
# if get_norm(direction) is get_norm(self.direction):
# pass
self.direction = direction
self._rotate_to_direction()
def get_direction(self) -> np.ndarray:
"""Returns the direction of the central axis of the :class:`Cylinder`.
Returns
-------
direction : :class:`numpy.array`
The direction of the central axis of the :class:`Cylinder`.
"""
return self.direction
class Line3D(Cylinder):
"""A cylindrical line, for use in ThreeDScene.
Parameters
----------
start
The start point of the line.
end
The end point of the line.
thickness
The thickness of the line.
color
The color of the line.
Examples
--------
.. manim:: ExampleLine3D
:save_last_frame:
class ExampleLine3D(ThreeDScene):
def construct(self):
axes = ThreeDAxes()
line = Line3D(start=np.array([0, 0, 0]), end=np.array([2, 2, 2]))
self.set_camera_orientation(phi=75 * DEGREES, theta=30 * DEGREES)
self.add(axes, line)
"""
def __init__(
self,
start: np.ndarray = LEFT,
end: np.ndarray = RIGHT,
thickness: float = 0.02,
color: ParsableManimColor | None = None,
**kwargs,
):
self.thickness = thickness
self.set_start_and_end_attrs(start, end, **kwargs)
if color is not None:
self.set_color(color)
def set_start_and_end_attrs(
self, start: np.ndarray, end: np.ndarray, **kwargs
) -> None:
"""Sets the start and end points of the line.
If either ``start`` or ``end`` are :class:`Mobjects <.Mobject>`,
this gives their centers.
Parameters
----------
start
Starting point or :class:`Mobject`.
end
Ending point or :class:`Mobject`.
"""
rough_start = self.pointify(start)
rough_end = self.pointify(end)
self.vect = rough_end - rough_start
self.length = np.linalg.norm(self.vect)
self.direction = normalize(self.vect)
# Now that we know the direction between them,
# we can the appropriate boundary point from
# start and end, if they're mobjects
self.start = self.pointify(start, self.direction)
self.end = self.pointify(end, -self.direction)
super().__init__(
height=np.linalg.norm(self.vect),
radius=self.thickness,
direction=self.direction,
**kwargs,
)
self.shift((self.start + self.end) / 2)
def pointify(
self,
mob_or_point: Mobject | Point3D,
direction: Vector3D = None,
) -> np.ndarray:
"""Gets a point representing the center of the :class:`Mobjects <.Mobject>`.
Parameters
----------
mob_or_point
:class:`Mobjects <.Mobject>` or point whose center should be returned.
direction
If an edge of a :class:`Mobjects <.Mobject>` should be returned, the direction of the edge.
Returns
-------
:class:`numpy.array`
Center of the :class:`Mobjects <.Mobject>` or point, or edge if direction is given.
"""
if isinstance(mob_or_point, (Mobject, OpenGLMobject)):
mob = mob_or_point
if direction is None:
return mob.get_center()
else:
return mob.get_boundary_point(direction)
return np.array(mob_or_point)
def get_start(self) -> np.ndarray:
"""Returns the starting point of the :class:`Line3D`.
Returns
-------
start : :class:`numpy.array`
Starting point of the :class:`Line3D`.
"""
return self.start
def get_end(self) -> np.ndarray:
"""Returns the ending point of the :class:`Line3D`.
Returns
-------
end : :class:`numpy.array`
Ending point of the :class:`Line3D`.
"""
return self.end
@classmethod
def parallel_to(
cls,
line: Line3D,
point: Vector3D = ORIGIN,
length: float = 5,
**kwargs,
) -> Line3D:
"""Returns a line parallel to another line going through
a given point.
Parameters
----------
line
The line to be parallel to.
point
The point to pass through.
length
Length of the parallel line.
kwargs
Additional parameters to be passed to the class.
Returns
-------
:class:`Line3D`
Line parallel to ``line``.
Examples
--------
.. manim:: ParallelLineExample
:save_last_frame:
class ParallelLineExample(ThreeDScene):
def construct(self):
self.set_camera_orientation(PI / 3, -PI / 4)
ax = ThreeDAxes((-5, 5), (-5, 5), (-5, 5), 10, 10, 10)
line1 = Line3D(RIGHT * 2, UP + OUT, color=RED)
line2 = Line3D.parallel_to(line1, color=YELLOW)
self.add(ax, line1, line2)
"""
point = np.array(point)
vect = normalize(line.vect)
return cls(
point + vect * length / 2,
point - vect * length / 2,
**kwargs,
)
@classmethod
def perpendicular_to(
cls,
line: Line3D,
point: Vector3D = ORIGIN,
length: float = 5,
**kwargs,
) -> Line3D:
"""Returns a line perpendicular to another line going through
a given point.
Parameters
----------
line
The line to be perpendicular to.
point
The point to pass through.
length
Length of the perpendicular line.
kwargs
Additional parameters to be passed to the class.
Returns
-------
:class:`Line3D`
Line perpendicular to ``line``.
Examples
--------
.. manim:: PerpLineExample
:save_last_frame:
class PerpLineExample(ThreeDScene):
def construct(self):
self.set_camera_orientation(PI / 3, -PI / 4)
ax = ThreeDAxes((-5, 5), (-5, 5), (-5, 5), 10, 10, 10)
line1 = Line3D(RIGHT * 2, UP + OUT, color=RED)
line2 = Line3D.perpendicular_to(line1, color=BLUE)
self.add(ax, line1, line2)
"""
point = np.array(point)
norm = np.cross(line.vect, point - line.start)
if all(np.linalg.norm(norm) == np.zeros(3)):
raise ValueError("Could not find the perpendicular.")
start, end = perpendicular_bisector([line.start, line.end], norm)
vect = normalize(end - start)
return cls(
point + vect * length / 2,
point - vect * length / 2,
**kwargs,
)
class Arrow3D(Line3D):
"""An arrow made out of a cylindrical line and a conical tip.
Parameters
----------
start
The start position of the arrow.
end
The end position of the arrow.
thickness
The thickness of the arrow.
height
The height of the conical tip.
base_radius
The base radius of the conical tip.
color
The color of the arrow.
Examples
--------
.. manim:: ExampleArrow3D
:save_last_frame:
class ExampleArrow3D(ThreeDScene):
def construct(self):
axes = ThreeDAxes()
arrow = Arrow3D(
start=np.array([0, 0, 0]),
end=np.array([2, 2, 2]),
resolution=8
)
self.set_camera_orientation(phi=75 * DEGREES, theta=30 * DEGREES)
self.add(axes, arrow)
"""
def __init__(
self,
start: np.ndarray = LEFT,
end: np.ndarray = RIGHT,
thickness: float = 0.02,
height: float = 0.3,
base_radius: float = 0.08,
color: ParsableManimColor = WHITE,
**kwargs,
) -> None:
super().__init__(
start=start, end=end, thickness=thickness, color=color, **kwargs
)
self.length = np.linalg.norm(self.vect)
self.set_start_and_end_attrs(
self.start,
self.end - height * self.direction,
**kwargs,
)
self.cone = Cone(
direction=self.direction, base_radius=base_radius, height=height, **kwargs
)
self.cone.shift(end)
self.add(self.cone)
self.set_color(color)
class Torus(Surface):
"""A torus.
Parameters
----------
major_radius
Distance from the center of the tube to the center of the torus.
minor_radius
Radius of the tube.
u_range
The range of the ``u`` variable: ``(u_min, u_max)``.
v_range
The range of the ``v`` variable: ``(v_min, v_max)``.
resolution
The number of samples taken of the :class:`Torus`. A tuple can be
used to define different resolutions for ``u`` and ``v`` respectively.
Examples
--------
.. manim :: ExampleTorus
:save_last_frame:
class ExampleTorus(ThreeDScene):
def construct(self):
axes = ThreeDAxes()
torus = Torus()
self.set_camera_orientation(phi=75 * DEGREES, theta=30 * DEGREES)
self.add(axes, torus)
"""
def __init__(
self,
major_radius: float = 3,
minor_radius: float = 1,
u_range: Sequence[float] = (0, TAU),
v_range: Sequence[float] = (0, TAU),
resolution: tuple[int, int] | None = None,
**kwargs,
) -> None:
if config.renderer == RendererType.OPENGL:
res_value = (101, 101)
elif config.renderer == RendererType.CAIRO:
res_value = (24, 24)
resolution = resolution if resolution is not None else res_value
self.R = major_radius
self.r = minor_radius
super().__init__(
self.func,
u_range=u_range,
v_range=v_range,
resolution=resolution,
**kwargs,
)
def func(self, u: float, v: float) -> np.ndarray:
"""The z values defining the :class:`Torus` being plotted.
Returns
-------
:class:`numpy.ndarray`
The z values defining the :class:`Torus`.
"""
P = np.array([np.cos(u), np.sin(u), 0])
return (self.R - self.r * np.cos(v)) * P - self.r * np.sin(v) * OUT
|
manim_ManimCommunity/manim/mobject/three_d/three_d_utils.py
|
"""Utility functions for three-dimensional mobjects."""
from __future__ import annotations
__all__ = [
"get_3d_vmob_gradient_start_and_end_points",
"get_3d_vmob_start_corner_index",
"get_3d_vmob_end_corner_index",
"get_3d_vmob_start_corner",
"get_3d_vmob_end_corner",
"get_3d_vmob_unit_normal",
"get_3d_vmob_start_corner_unit_normal",
"get_3d_vmob_end_corner_unit_normal",
]
from typing import TYPE_CHECKING, Literal
import numpy as np
from manim.constants import ORIGIN, UP
from manim.utils.space_ops import get_unit_normal
if TYPE_CHECKING:
from manim.typing import Point3D, Vector3D
def get_3d_vmob_gradient_start_and_end_points(vmob) -> tuple[Point3D, Point3D]:
return (
get_3d_vmob_start_corner(vmob),
get_3d_vmob_end_corner(vmob),
)
def get_3d_vmob_start_corner_index(vmob) -> Literal[0]:
return 0
def get_3d_vmob_end_corner_index(vmob) -> int:
return ((len(vmob.points) - 1) // 6) * 3
def get_3d_vmob_start_corner(vmob) -> Point3D:
if vmob.get_num_points() == 0:
return np.array(ORIGIN)
return vmob.points[get_3d_vmob_start_corner_index(vmob)]
def get_3d_vmob_end_corner(vmob) -> Point3D:
if vmob.get_num_points() == 0:
return np.array(ORIGIN)
return vmob.points[get_3d_vmob_end_corner_index(vmob)]
def get_3d_vmob_unit_normal(vmob, point_index: int) -> Vector3D:
n_points = vmob.get_num_points()
if len(vmob.get_anchors()) <= 2:
return np.array(UP)
i = point_index
im3 = i - 3 if i > 2 else (n_points - 4)
ip3 = i + 3 if i < (n_points - 3) else 3
unit_normal = get_unit_normal(
vmob.points[ip3] - vmob.points[i],
vmob.points[im3] - vmob.points[i],
)
if np.linalg.norm(unit_normal) == 0:
return np.array(UP)
return unit_normal
def get_3d_vmob_start_corner_unit_normal(vmob) -> Vector3D:
return get_3d_vmob_unit_normal(vmob, get_3d_vmob_start_corner_index(vmob))
def get_3d_vmob_end_corner_unit_normal(vmob) -> Vector3D:
return get_3d_vmob_unit_normal(vmob, get_3d_vmob_end_corner_index(vmob))
|
manim_ManimCommunity/manim/mobject/three_d/polyhedra.py
|
"""General polyhedral class and platonic solids."""
from __future__ import annotations
from typing import TYPE_CHECKING
import numpy as np
from manim.mobject.geometry.polygram import Polygon
from manim.mobject.graph import Graph
from manim.mobject.three_d.three_dimensions import Dot3D
from manim.mobject.types.vectorized_mobject import VGroup
if TYPE_CHECKING:
from manim.mobject.mobject import Mobject
__all__ = ["Polyhedron", "Tetrahedron", "Octahedron", "Icosahedron", "Dodecahedron"]
class Polyhedron(VGroup):
"""An abstract polyhedra class.
In this implementation, polyhedra are defined with a list of vertex coordinates in space, and a list
of faces. This implementation mirrors that of a standard polyhedral data format (OFF, object file format).
Parameters
----------
vertex_coords
A list of coordinates of the corresponding vertices in the polyhedron. Each coordinate will correspond to
a vertex. The vertices are indexed with the usual indexing of Python.
faces_list
A list of faces. Each face is a sublist containing the indices of the vertices that form the corners of that face.
faces_config
Configuration for the polygons representing the faces of the polyhedron.
graph_config
Configuration for the graph containing the vertices and edges of the polyhedron.
Examples
--------
To understand how to create a custom polyhedra, let's use the example of a rather simple one - a square pyramid.
.. manim:: SquarePyramidScene
:save_last_frame:
class SquarePyramidScene(ThreeDScene):
def construct(self):
self.set_camera_orientation(phi=75 * DEGREES, theta=30 * DEGREES)
vertex_coords = [
[1, 1, 0],
[1, -1, 0],
[-1, -1, 0],
[-1, 1, 0],
[0, 0, 2]
]
faces_list = [
[0, 1, 4],
[1, 2, 4],
[2, 3, 4],
[3, 0, 4],
[0, 1, 2, 3]
]
pyramid = Polyhedron(vertex_coords, faces_list)
self.add(pyramid)
In defining the polyhedron above, we first defined the coordinates of the vertices.
These are the corners of the square base, given as the first four coordinates in the vertex list,
and the apex, the last coordinate in the list.
Next, we define the faces of the polyhedron. The triangular surfaces of the pyramid are polygons
with two adjacent vertices in the base and the vertex at the apex as corners. We thus define these
surfaces in the first four elements of our face list. The last element defines the base of the pyramid.
The graph and faces of polyhedra can also be accessed and modified directly, after instantiation.
They are stored in the `graph` and `faces` attributes respectively.
.. manim:: PolyhedronSubMobjects
:save_last_frame:
class PolyhedronSubMobjects(ThreeDScene):
def construct(self):
self.set_camera_orientation(phi=75 * DEGREES, theta=30 * DEGREES)
octahedron = Octahedron(edge_length = 3)
octahedron.graph[0].set_color(RED)
octahedron.faces[2].set_color(YELLOW)
self.add(octahedron)
"""
def __init__(
self,
vertex_coords: list[list[float] | np.ndarray],
faces_list: list[list[int]],
faces_config: dict[str, str | int | float | bool] = {},
graph_config: dict[str, str | int | float | bool] = {},
):
super().__init__()
self.faces_config = dict(
{"fill_opacity": 0.5, "shade_in_3d": True}, **faces_config
)
self.graph_config = dict(
{
"vertex_type": Dot3D,
"edge_config": {
"stroke_opacity": 0, # I find that having the edges visible makes the polyhedra look weird
},
},
**graph_config,
)
self.vertex_coords = vertex_coords
self.vertex_indices = list(range(len(self.vertex_coords)))
self.layout = dict(enumerate(self.vertex_coords))
self.faces_list = faces_list
self.face_coords = [[self.layout[j] for j in i] for i in faces_list]
self.edges = self.get_edges(self.faces_list)
self.faces = self.create_faces(self.face_coords)
self.graph = Graph(
self.vertex_indices, self.edges, layout=self.layout, **self.graph_config
)
self.add(self.faces, self.graph)
self.add_updater(self.update_faces)
def get_edges(self, faces_list: list[list[int]]) -> list[tuple[int, int]]:
"""Creates list of cyclic pairwise tuples."""
edges = []
for face in faces_list:
edges += zip(face, face[1:] + face[:1])
return edges
def create_faces(
self,
face_coords: list[list[list | np.ndarray]],
) -> VGroup:
"""Creates VGroup of faces from a list of face coordinates."""
face_group = VGroup()
for face in face_coords:
face_group.add(Polygon(*face, **self.faces_config))
return face_group
def update_faces(self, m: Mobject):
face_coords = self.extract_face_coords()
new_faces = self.create_faces(face_coords)
self.faces.match_points(new_faces)
def extract_face_coords(self) -> list[list[np.ndarray]]:
"""Extracts the coordinates of the vertices in the graph.
Used for updating faces.
"""
new_vertex_coords = []
for v in self.graph.vertices:
new_vertex_coords.append(self.graph[v].get_center())
layout = dict(enumerate(new_vertex_coords))
return [[layout[j] for j in i] for i in self.faces_list]
class Tetrahedron(Polyhedron):
"""A tetrahedron, one of the five platonic solids. It has 4 faces, 6 edges, and 4 vertices.
Parameters
----------
edge_length
The length of an edge between any two vertices.
Examples
--------
.. manim:: TetrahedronScene
:save_last_frame:
class TetrahedronScene(ThreeDScene):
def construct(self):
self.set_camera_orientation(phi=75 * DEGREES, theta=30 * DEGREES)
obj = Tetrahedron()
self.add(obj)
"""
def __init__(self, edge_length: float = 1, **kwargs):
unit = edge_length * np.sqrt(2) / 4
super().__init__(
vertex_coords=[
np.array([unit, unit, unit]),
np.array([unit, -unit, -unit]),
np.array([-unit, unit, -unit]),
np.array([-unit, -unit, unit]),
],
faces_list=[[0, 1, 2], [3, 0, 2], [0, 1, 3], [3, 1, 2]],
**kwargs,
)
class Octahedron(Polyhedron):
"""An octahedron, one of the five platonic solids. It has 8 faces, 12 edges and 6 vertices.
Parameters
----------
edge_length
The length of an edge between any two vertices.
Examples
--------
.. manim:: OctahedronScene
:save_last_frame:
class OctahedronScene(ThreeDScene):
def construct(self):
self.set_camera_orientation(phi=75 * DEGREES, theta=30 * DEGREES)
obj = Octahedron()
self.add(obj)
"""
def __init__(self, edge_length: float = 1, **kwargs):
unit = edge_length * np.sqrt(2) / 2
super().__init__(
vertex_coords=[
np.array([unit, 0, 0]),
np.array([-unit, 0, 0]),
np.array([0, unit, 0]),
np.array([0, -unit, 0]),
np.array([0, 0, unit]),
np.array([0, 0, -unit]),
],
faces_list=[
[2, 4, 1],
[0, 4, 2],
[4, 3, 0],
[1, 3, 4],
[3, 5, 0],
[1, 5, 3],
[2, 5, 1],
[0, 5, 2],
],
**kwargs,
)
class Icosahedron(Polyhedron):
"""An icosahedron, one of the five platonic solids. It has 20 faces, 30 edges and 12 vertices.
Parameters
----------
edge_length
The length of an edge between any two vertices.
Examples
--------
.. manim:: IcosahedronScene
:save_last_frame:
class IcosahedronScene(ThreeDScene):
def construct(self):
self.set_camera_orientation(phi=75 * DEGREES, theta=30 * DEGREES)
obj = Icosahedron()
self.add(obj)
"""
def __init__(self, edge_length: float = 1, **kwargs):
unit_a = edge_length * ((1 + np.sqrt(5)) / 4)
unit_b = edge_length * (1 / 2)
super().__init__(
vertex_coords=[
np.array([0, unit_b, unit_a]),
np.array([0, -unit_b, unit_a]),
np.array([0, unit_b, -unit_a]),
np.array([0, -unit_b, -unit_a]),
np.array([unit_b, unit_a, 0]),
np.array([unit_b, -unit_a, 0]),
np.array([-unit_b, unit_a, 0]),
np.array([-unit_b, -unit_a, 0]),
np.array([unit_a, 0, unit_b]),
np.array([unit_a, 0, -unit_b]),
np.array([-unit_a, 0, unit_b]),
np.array([-unit_a, 0, -unit_b]),
],
faces_list=[
[1, 8, 0],
[1, 5, 7],
[8, 5, 1],
[7, 3, 5],
[5, 9, 3],
[8, 9, 5],
[3, 2, 9],
[9, 4, 2],
[8, 4, 9],
[0, 4, 8],
[6, 4, 0],
[6, 2, 4],
[11, 2, 6],
[3, 11, 2],
[0, 6, 10],
[10, 1, 0],
[10, 7, 1],
[11, 7, 3],
[10, 11, 7],
[10, 11, 6],
],
**kwargs,
)
class Dodecahedron(Polyhedron):
"""A dodecahedron, one of the five platonic solids. It has 12 faces, 30 edges and 20 vertices.
Parameters
----------
edge_length
The length of an edge between any two vertices.
Examples
--------
.. manim:: DodecahedronScene
:save_last_frame:
class DodecahedronScene(ThreeDScene):
def construct(self):
self.set_camera_orientation(phi=75 * DEGREES, theta=30 * DEGREES)
obj = Dodecahedron()
self.add(obj)
"""
def __init__(self, edge_length: float = 1, **kwargs):
unit_a = edge_length * ((1 + np.sqrt(5)) / 4)
unit_b = edge_length * ((3 + np.sqrt(5)) / 4)
unit_c = edge_length * (1 / 2)
super().__init__(
vertex_coords=[
np.array([unit_a, unit_a, unit_a]),
np.array([unit_a, unit_a, -unit_a]),
np.array([unit_a, -unit_a, unit_a]),
np.array([unit_a, -unit_a, -unit_a]),
np.array([-unit_a, unit_a, unit_a]),
np.array([-unit_a, unit_a, -unit_a]),
np.array([-unit_a, -unit_a, unit_a]),
np.array([-unit_a, -unit_a, -unit_a]),
np.array([0, unit_c, unit_b]),
np.array([0, unit_c, -unit_b]),
np.array([0, -unit_c, -unit_b]),
np.array([0, -unit_c, unit_b]),
np.array([unit_c, unit_b, 0]),
np.array([-unit_c, unit_b, 0]),
np.array([unit_c, -unit_b, 0]),
np.array([-unit_c, -unit_b, 0]),
np.array([unit_b, 0, unit_c]),
np.array([-unit_b, 0, unit_c]),
np.array([unit_b, 0, -unit_c]),
np.array([-unit_b, 0, -unit_c]),
],
faces_list=[
[18, 16, 0, 12, 1],
[3, 18, 16, 2, 14],
[3, 10, 9, 1, 18],
[1, 9, 5, 13, 12],
[0, 8, 4, 13, 12],
[2, 16, 0, 8, 11],
[4, 17, 6, 11, 8],
[17, 19, 5, 13, 4],
[19, 7, 15, 6, 17],
[6, 15, 14, 2, 11],
[19, 5, 9, 10, 7],
[7, 10, 3, 14, 15],
],
**kwargs,
)
|
manim_ManimCommunity/manim/mobject/text/code_mobject.py
|
"""Mobject representing highlighted source code listings."""
from __future__ import annotations
__all__ = [
"Code",
]
import html
import os
import re
from pathlib import Path
import numpy as np
from pygments import highlight
from pygments.formatters.html import HtmlFormatter
from pygments.lexers import get_lexer_by_name, guess_lexer_for_filename
from pygments.styles import get_all_styles
from manim import logger
from manim.constants import *
from manim.mobject.geometry.arc import Dot
from manim.mobject.geometry.polygram import RoundedRectangle
from manim.mobject.geometry.shape_matchers import SurroundingRectangle
from manim.mobject.text.text_mobject import Paragraph
from manim.mobject.types.vectorized_mobject import VGroup
from manim.utils.color import WHITE
__all__ = ["Code"]
class Code(VGroup):
"""A highlighted source code listing.
An object ``listing`` of :class:`.Code` is a :class:`.VGroup` consisting
of three objects:
- The background, ``listing.background_mobject``. This is either
a :class:`.Rectangle` (if the listing has been initialized with
``background="rectangle"``, the default option) or a :class:`.VGroup`
resembling a window (if ``background="window"`` has been passed).
- The line numbers, ``listing.line_numbers`` (a :class:`.Paragraph`
object).
- The highlighted code itself, ``listing.code`` (a :class:`.Paragraph`
object).
.. WARNING::
Using a :class:`.Transform` on text with leading whitespace (and in
this particular case: code) can look
`weird <https://github.com/3b1b/manim/issues/1067>`_. Consider using
:meth:`remove_invisible_chars` to resolve this issue.
Examples
--------
Normal usage::
listing = Code(
"helloworldcpp.cpp",
tab_width=4,
background_stroke_width=1,
background_stroke_color=WHITE,
insert_line_no=True,
style=Code.styles_list[15],
background="window",
language="cpp",
)
We can also render code passed as a string (but note that
the language has to be specified in this case):
.. manim:: CodeFromString
:save_last_frame:
class CodeFromString(Scene):
def construct(self):
code = '''from manim import Scene, Square
class FadeInSquare(Scene):
def construct(self):
s = Square()
self.play(FadeIn(s))
self.play(s.animate.scale(2))
self.wait()
'''
rendered_code = Code(code=code, tab_width=4, background="window",
language="Python", font="Monospace")
self.add(rendered_code)
Parameters
----------
file_name
Name of the code file to display.
code
If ``file_name`` is not specified, a code string can be
passed directly.
tab_width
Number of space characters corresponding to a tab character. Defaults to 3.
line_spacing
Amount of space between lines in relation to font size. Defaults to 0.3, which means 30% of font size.
font_size
A number which scales displayed code. Defaults to 24.
font
The name of the text font to be used. Defaults to ``"Monospace"``.
This is either a system font or one loaded with `text.register_font()`. Note
that font family names may be different across operating systems.
stroke_width
Stroke width for text. 0 is recommended, and the default.
margin
Inner margin of text from the background. Defaults to 0.3.
indentation_chars
"Indentation chars" refers to the spaces/tabs at the beginning of a given code line. Defaults to ``" "`` (spaces).
background
Defines the background's type. Currently supports only ``"rectangle"`` (default) and ``"window"``.
background_stroke_width
Defines the stroke width of the background. Defaults to 1.
background_stroke_color
Defines the stroke color for the background. Defaults to ``WHITE``.
corner_radius
Defines the corner radius for the background. Defaults to 0.2.
insert_line_no
Defines whether line numbers should be inserted in displayed code. Defaults to ``True``.
line_no_from
Defines the first line's number in the line count. Defaults to 1.
line_no_buff
Defines the spacing between line numbers and displayed code. Defaults to 0.4.
style
Defines the style type of displayed code. You can see possible names of styles in with :attr:`styles_list`. Defaults to ``"vim"``.
language
Specifies the programming language the given code was written in. If ``None``
(the default), the language will be automatically detected. For the list of
possible options, visit https://pygments.org/docs/lexers/ and look for
'aliases or short names'.
generate_html_file
Defines whether to generate highlighted html code to the folder `assets/codes/generated_html_files`. Defaults to `False`.
warn_missing_font
If True (default), Manim will issue a warning if the font does not exist in the
(case-sensitive) list of fonts returned from `manimpango.list_fonts()`.
Attributes
----------
background_mobject : :class:`~.VGroup`
The background of the code listing.
line_numbers : :class:`~.Paragraph`
The line numbers for the code listing. Empty, if
``insert_line_no=False`` has been specified.
code : :class:`~.Paragraph`
The highlighted code.
"""
# tuples in the form (name, aliases, filetypes, mimetypes)
# 'language' is aliases or short names
# For more information about pygments.lexers visit https://pygments.org/docs/lexers/
# from pygments.lexers import get_all_lexers
# all_lexers = get_all_lexers()
styles_list = list(get_all_styles())
# For more information about pygments.styles visit https://pygments.org/docs/styles/
def __init__(
self,
file_name: str | os.PathLike | None = None,
code: str | None = None,
tab_width: int = 3,
line_spacing: float = 0.3,
font_size: float = 24,
font: str = "Monospace", # This should be in the font list on all platforms.
stroke_width: float = 0,
margin: float = 0.3,
indentation_chars: str = " ",
background: str = "rectangle", # or window
background_stroke_width: float = 1,
background_stroke_color: str = WHITE,
corner_radius: float = 0.2,
insert_line_no: bool = True,
line_no_from: int = 1,
line_no_buff: float = 0.4,
style: str = "vim",
language: str | None = None,
generate_html_file: bool = False,
warn_missing_font: bool = True,
**kwargs,
):
super().__init__(
stroke_width=stroke_width,
**kwargs,
)
self.background_stroke_color = background_stroke_color
self.background_stroke_width = background_stroke_width
self.tab_width = tab_width
self.line_spacing = line_spacing
self.warn_missing_font = warn_missing_font
self.font = font
self.font_size = font_size
self.margin = margin
self.indentation_chars = indentation_chars
self.background = background
self.corner_radius = corner_radius
self.insert_line_no = insert_line_no
self.line_no_from = line_no_from
self.line_no_buff = line_no_buff
self.style = style
self.language = language
self.generate_html_file = generate_html_file
self.file_path = None
self.file_name = file_name
if self.file_name:
self._ensure_valid_file()
self.code_string = self.file_path.read_text(encoding="utf-8")
elif code:
self.code_string = code
else:
raise ValueError(
"Neither a code file nor a code string have been specified.",
)
if isinstance(self.style, str):
self.style = self.style.lower()
self._gen_html_string()
strati = self.html_string.find("background:")
self.background_color = self.html_string[strati + 12 : strati + 19]
self._gen_code_json()
self.code = self._gen_colored_lines()
if self.insert_line_no:
self.line_numbers = self._gen_line_numbers()
self.line_numbers.next_to(self.code, direction=LEFT, buff=self.line_no_buff)
if self.background == "rectangle":
if self.insert_line_no:
foreground = VGroup(self.code, self.line_numbers)
else:
foreground = self.code
rect = SurroundingRectangle(
foreground,
buff=self.margin,
color=self.background_color,
fill_color=self.background_color,
stroke_width=self.background_stroke_width,
stroke_color=self.background_stroke_color,
fill_opacity=1,
)
rect.round_corners(self.corner_radius)
self.background_mobject = rect
else:
if self.insert_line_no:
foreground = VGroup(self.code, self.line_numbers)
else:
foreground = self.code
height = foreground.height + 0.1 * 3 + 2 * self.margin
width = foreground.width + 0.1 * 3 + 2 * self.margin
rect = RoundedRectangle(
corner_radius=self.corner_radius,
height=height,
width=width,
stroke_width=self.background_stroke_width,
stroke_color=self.background_stroke_color,
color=self.background_color,
fill_opacity=1,
)
red_button = Dot(radius=0.1, stroke_width=0, color="#ff5f56")
red_button.shift(LEFT * 0.1 * 3)
yellow_button = Dot(radius=0.1, stroke_width=0, color="#ffbd2e")
green_button = Dot(radius=0.1, stroke_width=0, color="#27c93f")
green_button.shift(RIGHT * 0.1 * 3)
buttons = VGroup(red_button, yellow_button, green_button)
buttons.shift(
UP * (height / 2 - 0.1 * 2 - 0.05)
+ LEFT * (width / 2 - 0.1 * 5 - self.corner_radius / 2 - 0.05),
)
self.background_mobject = VGroup(rect, buttons)
x = (height - foreground.height) / 2 - 0.1 * 3
self.background_mobject.shift(foreground.get_center())
self.background_mobject.shift(UP * x)
if self.insert_line_no:
super().__init__(
self.background_mobject, self.line_numbers, self.code, **kwargs
)
else:
super().__init__(
self.background_mobject,
Dot(fill_opacity=0, stroke_opacity=0),
self.code,
**kwargs,
)
self.move_to(np.array([0, 0, 0]))
def _ensure_valid_file(self):
"""Function to validate file."""
if self.file_name is None:
raise Exception("Must specify file for Code")
possible_paths = [
Path() / "assets" / "codes" / self.file_name,
Path(self.file_name).expanduser(),
]
for path in possible_paths:
if path.exists():
self.file_path = path
return
error = (
f"From: {Path.cwd()}, could not find {self.file_name} at either "
+ f"of these locations: {list(map(str, possible_paths))}"
)
raise OSError(error)
def _gen_line_numbers(self):
"""Function to generate line_numbers.
Returns
-------
:class:`~.Paragraph`
The generated line_numbers according to parameters.
"""
line_numbers_array = []
for line_no in range(0, self.code_json.__len__()):
number = str(self.line_no_from + line_no)
line_numbers_array.append(number)
line_numbers = Paragraph(
*list(line_numbers_array),
line_spacing=self.line_spacing,
alignment="right",
font_size=self.font_size,
font=self.font,
disable_ligatures=True,
stroke_width=self.stroke_width,
warn_missing_font=self.warn_missing_font,
)
for i in line_numbers:
i.set_color(self.default_color)
return line_numbers
def _gen_colored_lines(self):
"""Function to generate code.
Returns
-------
:class:`~.Paragraph`
The generated code according to parameters.
"""
lines_text = []
for line_no in range(0, self.code_json.__len__()):
line_str = ""
for word_index in range(self.code_json[line_no].__len__()):
line_str = line_str + self.code_json[line_no][word_index][0]
lines_text.append(self.tab_spaces[line_no] * "\t" + line_str)
code = Paragraph(
*list(lines_text),
line_spacing=self.line_spacing,
tab_width=self.tab_width,
font_size=self.font_size,
font=self.font,
disable_ligatures=True,
stroke_width=self.stroke_width,
warn_missing_font=self.warn_missing_font,
)
for line_no in range(code.__len__()):
line = code.chars[line_no]
line_char_index = self.tab_spaces[line_no]
for word_index in range(self.code_json[line_no].__len__()):
line[
line_char_index : line_char_index
+ self.code_json[line_no][word_index][0].__len__()
].set_color(self.code_json[line_no][word_index][1])
line_char_index += self.code_json[line_no][word_index][0].__len__()
return code
def _gen_html_string(self):
"""Function to generate html string with code highlighted and stores in variable html_string."""
self.html_string = _hilite_me(
self.code_string,
self.language,
self.style,
self.insert_line_no,
"border:solid gray;border-width:.1em .1em .1em .8em;padding:.2em .6em;",
self.file_path,
self.line_no_from,
)
if self.generate_html_file:
output_folder = Path() / "assets" / "codes" / "generated_html_files"
output_folder.mkdir(parents=True, exist_ok=True)
(output_folder / f"{self.file_name}.html").write_text(self.html_string)
def _gen_code_json(self):
"""Function to background_color, generate code_json and tab_spaces from html_string.
background_color is just background color of displayed code.
code_json is 2d array with rows as line numbers
and columns as a array with length 2 having text and text's color value.
tab_spaces is 2d array with rows as line numbers
and columns as corresponding number of indentation_chars in front of that line in code.
"""
if (
self.background_color == "#111111"
or self.background_color == "#272822"
or self.background_color == "#202020"
or self.background_color == "#000000"
):
self.default_color = "#ffffff"
else:
self.default_color = "#000000"
# print(self.default_color,self.background_color)
for i in range(3, -1, -1):
self.html_string = self.html_string.replace("</" + " " * i, "</")
# handle pygments bug
# https://github.com/pygments/pygments/issues/961
self.html_string = self.html_string.replace("<span></span>", "")
for i in range(10, -1, -1):
self.html_string = self.html_string.replace(
"</span>" + " " * i,
" " * i + "</span>",
)
self.html_string = self.html_string.replace("background-color:", "background:")
if self.insert_line_no:
start_point = self.html_string.find("</td><td><pre")
start_point = start_point + 9
else:
start_point = self.html_string.find("<pre")
self.html_string = self.html_string[start_point:]
# print(self.html_string)
lines = self.html_string.split("\n")
lines = lines[0 : lines.__len__() - 2]
start_point = lines[0].find(">")
lines[0] = lines[0][start_point + 1 :]
# print(lines)
self.code_json = []
self.tab_spaces = []
code_json_line_index = -1
for line_index in range(0, lines.__len__()):
# print(lines[line_index])
self.code_json.append([])
code_json_line_index = code_json_line_index + 1
if lines[line_index].startswith(self.indentation_chars):
start_point = lines[line_index].find("<")
starting_string = lines[line_index][:start_point]
indentation_chars_count = lines[line_index][:start_point].count(
self.indentation_chars,
)
if (
starting_string.__len__()
!= indentation_chars_count * self.indentation_chars.__len__()
):
lines[line_index] = (
"\t" * indentation_chars_count
+ starting_string[
starting_string.rfind(self.indentation_chars)
+ self.indentation_chars.__len__() :
]
+ lines[line_index][start_point:]
)
else:
lines[line_index] = (
"\t" * indentation_chars_count + lines[line_index][start_point:]
)
indentation_chars_count = 0
if lines[line_index]:
while lines[line_index][indentation_chars_count] == "\t":
indentation_chars_count = indentation_chars_count + 1
self.tab_spaces.append(indentation_chars_count)
# print(lines[line_index])
lines[line_index] = self._correct_non_span(lines[line_index])
# print(lines[line_index])
words = lines[line_index].split("<span")
for word_index in range(1, words.__len__()):
color_index = words[word_index].find("color:")
if color_index == -1:
color = self.default_color
else:
starti = words[word_index][color_index:].find("#")
color = words[word_index][
color_index + starti : color_index + starti + 7
]
start_point = words[word_index].find(">")
end_point = words[word_index].find("</span>")
text = words[word_index][start_point + 1 : end_point]
text = html.unescape(text)
if text != "":
# print(text, "'" + color + "'")
self.code_json[code_json_line_index].append([text, color])
# print(self.code_json)
def _correct_non_span(self, line_str: str):
"""Function put text color to those strings that don't have one according to background_color of displayed code.
Parameters
---------
line_str
Takes a html element's string to put color to it according to background_color of displayed code.
Returns
-------
:class:`str`
The generated html element's string with having color attributes.
"""
words = line_str.split("</span>")
line_str = ""
for i in range(0, words.__len__()):
if i != words.__len__() - 1:
j = words[i].find("<span")
else:
j = words[i].__len__()
temp = ""
starti = -1
for k in range(0, j):
if words[i][k] == "\t" and starti == -1:
continue
else:
if starti == -1:
starti = k
temp = temp + words[i][k]
if temp != "":
if i != words.__len__() - 1:
temp = (
'<span style="color:'
+ self.default_color
+ '">'
+ words[i][starti:j]
+ "</span>"
)
else:
temp = (
'<span style="color:'
+ self.default_color
+ '">'
+ words[i][starti:j]
)
temp = temp + words[i][j:]
words[i] = temp
if words[i] != "":
line_str = line_str + words[i] + "</span>"
return line_str
def _hilite_me(
code: str,
language: str,
style: str,
insert_line_no: bool,
divstyles: str,
file_path: Path,
line_no_from: int,
):
"""Function to highlight code from string to html.
Parameters
---------
code
Code string.
language
The name of the programming language the given code was written in.
style
Code style name.
insert_line_no
Defines whether line numbers should be inserted in the html file.
divstyles
Some html css styles.
file_path
Path of code file.
line_no_from
Defines the first line's number in the line count.
"""
style = style or "colorful"
defstyles = "overflow:auto;width:auto;"
formatter = HtmlFormatter(
style=style,
linenos=False,
noclasses=True,
cssclass="",
cssstyles=defstyles + divstyles,
prestyles="margin: 0",
)
if language is None and file_path:
lexer = guess_lexer_for_filename(file_path, code)
html = highlight(code, lexer, formatter)
elif language is None:
raise ValueError(
"The code language has to be specified when rendering a code string",
)
else:
html = highlight(code, get_lexer_by_name(language, **{}), formatter)
if insert_line_no:
html = _insert_line_numbers_in_html(html, line_no_from)
html = "<!-- HTML generated by Code() -->" + html
return html
def _insert_line_numbers_in_html(html: str, line_no_from: int):
"""Function that inserts line numbers in the highlighted HTML code.
Parameters
---------
html
html string of highlighted code.
line_no_from
Defines the first line's number in the line count.
Returns
-------
:class:`str`
The generated html string with having line numbers.
"""
match = re.search("(<pre[^>]*>)(.*)(</pre>)", html, re.DOTALL)
if not match:
return html
pre_open = match.group(1)
pre = match.group(2)
pre_close = match.group(3)
html = html.replace(pre_close, "</pre></td></tr></table>")
numbers = range(line_no_from, line_no_from + pre.count("\n") + 1)
format_lines = "%" + str(len(str(numbers[-1]))) + "i"
lines = "\n".join(format_lines % i for i in numbers)
html = html.replace(
pre_open,
"<table><tr><td>" + pre_open + lines + "</pre></td><td>" + pre_open,
)
return html
|
manim_ManimCommunity/manim/mobject/text/text_mobject.py
|
"""Mobjects used for displaying (non-LaTeX) text.
.. note::
Just as you can use :class:`~.Tex` and :class:`~.MathTex` (from the module :mod:`~.tex_mobject`)
to insert LaTeX to your videos, you can use :class:`~.Text` to to add normal text.
.. important::
See the corresponding tutorial :ref:`using-text-objects`, especially for information about fonts.
The simplest way to add text to your animations is to use the :class:`~.Text` class. It uses the Pango library to render text.
With Pango, you are also able to render non-English alphabets like `你好` or `こんにちは` or `안녕하세요` or `مرحبا بالعالم`.
Examples
--------
.. manim:: HelloWorld
:save_last_frame:
class HelloWorld(Scene):
def construct(self):
text = Text('Hello world').scale(3)
self.add(text)
.. manim:: TextAlignment
:save_last_frame:
class TextAlignment(Scene):
def construct(self):
title = Text("K-means clustering and Logistic Regression", color=WHITE)
title.scale(0.75)
self.add(title.to_edge(UP))
t1 = Text("1. Measuring").set_color(WHITE)
t2 = Text("2. Clustering").set_color(WHITE)
t3 = Text("3. Regression").set_color(WHITE)
t4 = Text("4. Prediction").set_color(WHITE)
x = VGroup(t1, t2, t3, t4).arrange(direction=DOWN, aligned_edge=LEFT).scale(0.7).next_to(ORIGIN,DR)
x.set_opacity(0.5)
x.submobjects[1].set_opacity(1)
self.add(x)
"""
from __future__ import annotations
import functools
__all__ = ["Text", "Paragraph", "MarkupText", "register_font"]
import copy
import hashlib
import os
import re
from contextlib import contextmanager
from itertools import chain
from pathlib import Path
from typing import Iterable, Sequence
import manimpango
import numpy as np
from manimpango import MarkupUtils, PangoUtils, TextSetting
from manim import config, logger
from manim.constants import *
from manim.mobject.geometry.arc import Dot
from manim.mobject.svg.svg_mobject import SVGMobject
from manim.mobject.types.vectorized_mobject import VGroup, VMobject
from manim.utils.color import ManimColor, ParsableManimColor, color_gradient
from manim.utils.deprecation import deprecated
TEXT_MOB_SCALE_FACTOR = 0.05
DEFAULT_LINE_SPACING_SCALE = 0.3
TEXT2SVG_ADJUSTMENT_FACTOR = 4.8
__all__ = ["Text", "Paragraph", "MarkupText", "register_font"]
def remove_invisible_chars(mobject: SVGMobject) -> SVGMobject:
"""Function to remove unwanted invisible characters from some mobjects.
Parameters
----------
mobject
Any SVGMobject from which we want to remove unwanted invisible characters.
Returns
-------
:class:`~.SVGMobject`
The SVGMobject without unwanted invisible characters.
"""
# TODO: Refactor needed
iscode = False
if mobject.__class__.__name__ == "Text":
mobject = mobject[:]
elif mobject.__class__.__name__ == "Code":
iscode = True
code = mobject
mobject = mobject.code
mobject_without_dots = VGroup()
if mobject[0].__class__ == VGroup:
for i in range(len(mobject)):
mobject_without_dots.add(VGroup())
mobject_without_dots[i].add(*(k for k in mobject[i] if k.__class__ != Dot))
else:
mobject_without_dots.add(*(k for k in mobject if k.__class__ != Dot))
if iscode:
code.code = mobject_without_dots
return code
return mobject_without_dots
class Paragraph(VGroup):
r"""Display a paragraph of text.
For a given :class:`.Paragraph` ``par``, the attribute ``par.chars`` is a
:class:`.VGroup` containing all the lines. In this context, every line is
constructed as a :class:`.VGroup` of characters contained in the line.
Parameters
----------
line_spacing
Represents the spacing between lines. Defaults to -1, which means auto.
alignment
Defines the alignment of paragraph. Defaults to None. Possible values are "left", "right" or "center".
Examples
--------
Normal usage::
paragraph = Paragraph('this is a awesome', 'paragraph',
'With \nNewlines', '\tWith Tabs',
' With Spaces', 'With Alignments',
'center', 'left', 'right')
Remove unwanted invisible characters::
self.play(Transform(remove_invisible_chars(paragraph.chars[0:2]),
remove_invisible_chars(paragraph.chars[3][0:3]))
"""
def __init__(
self,
*text: Sequence[str],
line_spacing: float = -1,
alignment: str | None = None,
**kwargs,
) -> None:
self.line_spacing = line_spacing
self.alignment = alignment
self.consider_spaces_as_chars = kwargs.get("disable_ligatures", False)
super().__init__()
lines_str = "\n".join(list(text))
self.lines_text = Text(lines_str, line_spacing=line_spacing, **kwargs)
lines_str_list = lines_str.split("\n")
self.chars = self._gen_chars(lines_str_list)
self.lines = [list(self.chars), [self.alignment] * len(self.chars)]
self.lines_initial_positions = [line.get_center() for line in self.lines[0]]
self.add(*self.lines[0])
self.move_to(np.array([0, 0, 0]))
if self.alignment:
self._set_all_lines_alignments(self.alignment)
def _gen_chars(self, lines_str_list: list) -> VGroup:
"""Function to convert a list of plain strings to a VGroup of VGroups of chars.
Parameters
----------
lines_str_list
List of plain text strings.
Returns
-------
:class:`~.VGroup`
The generated 2d-VGroup of chars.
"""
char_index_counter = 0
chars = self.get_group_class()()
for line_no in range(len(lines_str_list)):
line_str = lines_str_list[line_no]
# Count all the characters in line_str
# Spaces may or may not count as characters
if self.consider_spaces_as_chars:
char_count = len(line_str)
else:
char_count = 0
for char in line_str:
if not char.isspace():
char_count += 1
chars.add(self.get_group_class()())
chars[line_no].add(
*self.lines_text.chars[
char_index_counter : char_index_counter + char_count
]
)
char_index_counter += char_count
if self.consider_spaces_as_chars:
# If spaces count as characters, count the extra \n character
# which separates Paragraph's lines to avoid issues
char_index_counter += 1
return chars
def _set_all_lines_alignments(self, alignment: str) -> Paragraph:
"""Function to set all line's alignment to a specific value.
Parameters
----------
alignment
Defines the alignment of paragraph. Possible values are "left", "right", "center".
"""
for line_no in range(len(self.lines[0])):
self._change_alignment_for_a_line(alignment, line_no)
return self
def _set_line_alignment(self, alignment: str, line_no: int) -> Paragraph:
"""Function to set one line's alignment to a specific value.
Parameters
----------
alignment
Defines the alignment of paragraph. Possible values are "left", "right", "center".
line_no
Defines the line number for which we want to set given alignment.
"""
self._change_alignment_for_a_line(alignment, line_no)
return self
def _set_all_lines_to_initial_positions(self) -> Paragraph:
"""Set all lines to their initial positions."""
self.lines[1] = [None] * len(self.lines[0])
for line_no in range(len(self.lines[0])):
self[line_no].move_to(
self.get_center() + self.lines_initial_positions[line_no],
)
return self
def _set_line_to_initial_position(self, line_no: int) -> Paragraph:
"""Function to set one line to initial positions.
Parameters
----------
line_no
Defines the line number for which we want to set given alignment.
"""
self.lines[1][line_no] = None
self[line_no].move_to(self.get_center() + self.lines_initial_positions[line_no])
return self
def _change_alignment_for_a_line(self, alignment: str, line_no: int) -> None:
"""Function to change one line's alignment to a specific value.
Parameters
----------
alignment
Defines the alignment of paragraph. Possible values are "left", "right", "center".
line_no
Defines the line number for which we want to set given alignment.
"""
self.lines[1][line_no] = alignment
if self.lines[1][line_no] == "center":
self[line_no].move_to(
np.array([self.get_center()[0], self[line_no].get_center()[1], 0]),
)
elif self.lines[1][line_no] == "right":
self[line_no].move_to(
np.array(
[
self.get_right()[0] - self[line_no].width / 2,
self[line_no].get_center()[1],
0,
],
),
)
elif self.lines[1][line_no] == "left":
self[line_no].move_to(
np.array(
[
self.get_left()[0] + self[line_no].width / 2,
self[line_no].get_center()[1],
0,
],
),
)
class Text(SVGMobject):
r"""Display (non-LaTeX) text rendered using `Pango <https://pango.gnome.org/>`_.
Text objects behave like a :class:`.VGroup`-like iterable of all characters
in the given text. In particular, slicing is possible.
Parameters
----------
text
The text that needs to be created as a mobject.
font
The font family to be used to render the text. This is either a system font or
one loaded with `register_font()`. Note that font family names may be different
across operating systems.
warn_missing_font
If True (default), Manim will issue a warning if the font does not exist in the
(case-sensitive) list of fonts returned from `manimpango.list_fonts()`.
Returns
-------
:class:`Text`
The mobject-like :class:`.VGroup`.
Examples
---------
.. manim:: Example1Text
:save_last_frame:
class Example1Text(Scene):
def construct(self):
text = Text('Hello world').scale(3)
self.add(text)
.. manim:: TextColorExample
:save_last_frame:
class TextColorExample(Scene):
def construct(self):
text1 = Text('Hello world', color=BLUE).scale(3)
text2 = Text('Hello world', gradient=(BLUE, GREEN)).scale(3).next_to(text1, DOWN)
self.add(text1, text2)
.. manim:: TextItalicAndBoldExample
:save_last_frame:
class TextItalicAndBoldExample(Scene):
def construct(self):
text1 = Text("Hello world", slant=ITALIC)
text2 = Text("Hello world", t2s={'world':ITALIC})
text3 = Text("Hello world", weight=BOLD)
text4 = Text("Hello world", t2w={'world':BOLD})
text5 = Text("Hello world", t2c={'o':YELLOW}, disable_ligatures=True)
text6 = Text(
"Visit us at docs.manim.community",
t2c={"docs.manim.community": YELLOW},
disable_ligatures=True,
)
text6.scale(1.3).shift(DOWN)
self.add(text1, text2, text3, text4, text5 , text6)
Group(*self.mobjects).arrange(DOWN, buff=.8).set(height=config.frame_height-LARGE_BUFF)
.. manim:: TextMoreCustomization
:save_last_frame:
class TextMoreCustomization(Scene):
def construct(self):
text1 = Text(
'Google',
t2c={'[:1]': '#3174f0', '[1:2]': '#e53125',
'[2:3]': '#fbb003', '[3:4]': '#3174f0',
'[4:5]': '#269a43', '[5:]': '#e53125'}, font_size=58).scale(3)
self.add(text1)
As :class:`Text` uses Pango to render text, rendering non-English
characters is easily possible:
.. manim:: MultipleFonts
:save_last_frame:
class MultipleFonts(Scene):
def construct(self):
morning = Text("வணக்கம்", font="sans-serif")
japanese = Text(
"日本へようこそ", t2c={"日本": BLUE}
) # works same as ``Text``.
mess = Text("Multi-Language", weight=BOLD)
russ = Text("Здравствуйте मस नम म ", font="sans-serif")
hin = Text("नमस्ते", font="sans-serif")
arb = Text(
"صباح الخير \n تشرفت بمقابلتك", font="sans-serif"
) # don't mix RTL and LTR languages nothing shows up then ;-)
chinese = Text("臂猿「黛比」帶著孩子", font="sans-serif")
self.add(morning, japanese, mess, russ, hin, arb, chinese)
for i,mobj in enumerate(self.mobjects):
mobj.shift(DOWN*(i-3))
.. manim:: PangoRender
:quality: low
class PangoRender(Scene):
def construct(self):
morning = Text("வணக்கம்", font="sans-serif")
self.play(Write(morning))
self.wait(2)
Tests
-----
Check that the creation of :class:`~.Text` works::
>>> Text('The horse does not eat cucumber salad.')
Text('The horse does not eat cucumber salad.')
"""
@staticmethod
@functools.lru_cache(maxsize=None)
def font_list() -> list[str]:
return manimpango.list_fonts()
def __init__(
self,
text: str,
fill_opacity: float = 1.0,
stroke_width: float = 0,
color: ParsableManimColor | None = None,
font_size: float = DEFAULT_FONT_SIZE,
line_spacing: float = -1,
font: str = "",
slant: str = NORMAL,
weight: str = NORMAL,
t2c: dict[str, str] = None,
t2f: dict[str, str] = None,
t2g: dict[str, tuple] = None,
t2s: dict[str, str] = None,
t2w: dict[str, str] = None,
gradient: tuple = None,
tab_width: int = 4,
warn_missing_font: bool = True,
# Mobject
height: float = None,
width: float = None,
should_center: bool = True,
disable_ligatures: bool = False,
use_svg_cache: bool = False,
**kwargs,
) -> None:
self.line_spacing = line_spacing
if font and warn_missing_font:
fonts_list = Text.font_list()
# handle special case of sans/sans-serif
if font.lower() == "sans-serif":
font = "sans"
if font not in fonts_list:
# check if the capitalized version is in the supported fonts
if font.capitalize() in fonts_list:
font = font.capitalize()
elif font.lower() in fonts_list:
font = font.lower()
elif font.title() in fonts_list:
font = font.title()
else:
logger.warning(f"Font {font} not in {fonts_list}.")
self.font = font
self._font_size = float(font_size)
# needs to be a float or else size is inflated when font_size = 24
# (unknown cause)
self.slant = slant
self.weight = weight
self.gradient = gradient
self.tab_width = tab_width
if t2c is None:
t2c = {}
if t2f is None:
t2f = {}
if t2g is None:
t2g = {}
if t2s is None:
t2s = {}
if t2w is None:
t2w = {}
# If long form arguments are present, they take precedence
t2c = kwargs.pop("text2color", t2c)
t2f = kwargs.pop("text2font", t2f)
t2g = kwargs.pop("text2gradient", t2g)
t2s = kwargs.pop("text2slant", t2s)
t2w = kwargs.pop("text2weight", t2w)
self.t2c = {k: ManimColor(v).to_hex() for k, v in t2c.items()}
self.t2f = t2f
self.t2g = t2g
self.t2s = t2s
self.t2w = t2w
self.original_text = text
self.disable_ligatures = disable_ligatures
text_without_tabs = text
if text.find("\t") != -1:
text_without_tabs = text.replace("\t", " " * self.tab_width)
self.text = text_without_tabs
if self.line_spacing == -1:
self.line_spacing = (
self._font_size + self._font_size * DEFAULT_LINE_SPACING_SCALE
)
else:
self.line_spacing = self._font_size + self._font_size * self.line_spacing
color: ManimColor = ManimColor(color) if color else VMobject().color
file_name = self._text2svg(color.to_hex())
PangoUtils.remove_last_M(file_name)
super().__init__(
file_name,
fill_opacity=fill_opacity,
stroke_width=stroke_width,
height=height,
width=width,
should_center=should_center,
use_svg_cache=use_svg_cache,
**kwargs,
)
self.text = text
if self.disable_ligatures:
self.submobjects = [*self._gen_chars()]
self.chars = self.get_group_class()(*self.submobjects)
self.text = text_without_tabs.replace(" ", "").replace("\n", "")
nppc = self.n_points_per_curve
for each in self:
if len(each.points) == 0:
continue
points = each.points
curve_start = points[0]
assert len(curve_start) == self.dim, curve_start
# Some of the glyphs in this text might not be closed,
# so we close them by identifying when one curve ends
# but it is not where the next curve starts.
# It is more efficient to temporarily create a list
# of points and add them one at a time, then turn them
# into a numpy array at the end, rather than creating
# new numpy arrays every time a point or fixing line
# is added (which is O(n^2) for numpy arrays).
closed_curve_points = []
# OpenGL has points be part of quadratic Bezier curves;
# Cairo uses cubic Bezier curves.
if nppc == 3: # RendererType.OPENGL
def add_line_to(end):
nonlocal closed_curve_points
start = closed_curve_points[-1]
closed_curve_points += [
start,
(start + end) / 2,
end,
]
else: # RendererType.CAIRO
def add_line_to(end):
nonlocal closed_curve_points
start = closed_curve_points[-1]
closed_curve_points += [
start,
(start + start + end) / 3,
(start + end + end) / 3,
end,
]
for index, point in enumerate(points):
closed_curve_points.append(point)
if (
index != len(points) - 1
and (index + 1) % nppc == 0
and any(point != points[index + 1])
):
# Add straight line from last point on this curve to the
# start point on the next curve. We represent the line
# as a cubic bezier curve where the two control points
# are half-way between the start and stop point.
add_line_to(curve_start)
curve_start = points[index + 1]
# Make sure last curve is closed
add_line_to(curve_start)
each.points = np.array(closed_curve_points, ndmin=2)
# anti-aliasing
if height is None and width is None:
self.scale(TEXT_MOB_SCALE_FACTOR)
self.initial_height = self.height
def __repr__(self):
return f"Text({repr(self.original_text)})"
@property
def font_size(self):
return (
self.height
/ self.initial_height
/ TEXT_MOB_SCALE_FACTOR
* 2.4
* self._font_size
/ DEFAULT_FONT_SIZE
)
@font_size.setter
def font_size(self, font_val):
# TODO: use pango's font size scaling.
if font_val <= 0:
raise ValueError("font_size must be greater than 0.")
else:
self.scale(font_val / self.font_size)
def _gen_chars(self):
chars = self.get_group_class()()
submobjects_char_index = 0
for char_index in range(len(self.text)):
if self.text[char_index].isspace():
space = Dot(radius=0, fill_opacity=0, stroke_opacity=0)
if char_index == 0:
space.move_to(self.submobjects[submobjects_char_index].get_center())
else:
space.move_to(
self.submobjects[submobjects_char_index - 1].get_center(),
)
chars.add(space)
else:
chars.add(self.submobjects[submobjects_char_index])
submobjects_char_index += 1
return chars
def _find_indexes(self, word: str, text: str):
"""Finds the indexes of ``text`` in ``word``."""
temp = re.match(r"\[([0-9\-]{0,}):([0-9\-]{0,})\]", word)
if temp:
start = int(temp.group(1)) if temp.group(1) != "" else 0
end = int(temp.group(2)) if temp.group(2) != "" else len(text)
start = len(text) + start if start < 0 else start
end = len(text) + end if end < 0 else end
return [(start, end)]
indexes = []
index = text.find(word)
while index != -1:
indexes.append((index, index + len(word)))
index = text.find(word, index + len(word))
return indexes
@deprecated(
since="v0.14.0",
until="v0.15.0",
message="This was internal function, you shouldn't be using it anyway.",
)
def _set_color_by_t2c(self, t2c=None):
"""Sets color for specified strings."""
t2c = t2c if t2c else self.t2c
for word, color in list(t2c.items()):
for start, end in self._find_indexes(word, self.text):
self.chars[start:end].set_color(color)
@deprecated(
since="v0.14.0",
until="v0.15.0",
message="This was internal function, you shouldn't be using it anyway.",
)
def _set_color_by_t2g(self, t2g=None):
"""Sets gradient colors for specified
strings. Behaves similarly to ``set_color_by_t2c``."""
t2g = t2g if t2g else self.t2g
for word, gradient in list(t2g.items()):
for start, end in self._find_indexes(word, self.text):
self.chars[start:end].set_color_by_gradient(*gradient)
def _text2hash(self, color: ManimColor):
"""Generates ``sha256`` hash for file name."""
settings = (
"PANGO" + self.font + self.slant + self.weight + str(color)
) # to differentiate Text and CairoText
settings += str(self.t2f) + str(self.t2s) + str(self.t2w) + str(self.t2c)
settings += str(self.line_spacing) + str(self._font_size)
settings += str(self.disable_ligatures)
id_str = self.text + settings
hasher = hashlib.sha256()
hasher.update(id_str.encode())
return hasher.hexdigest()[:16]
def _merge_settings(
self,
left_setting: TextSetting,
right_setting: TextSetting,
default_args: dict[str, Iterable[str]],
) -> TextSetting:
contained = right_setting.end < left_setting.end
new_setting = copy.copy(left_setting) if contained else copy.copy(right_setting)
new_setting.start = right_setting.end if contained else left_setting.end
left_setting.end = right_setting.start
if not contained:
right_setting.end = new_setting.start
for arg in default_args:
left = getattr(left_setting, arg)
right = getattr(right_setting, arg)
default = default_args[arg]
if left != default and getattr(right_setting, arg) != default:
raise ValueError(
f"Ambiguous style for text '{self.text[right_setting.start:right_setting.end]}':"
+ f"'{arg}' cannot be both '{left}' and '{right}'."
)
setattr(right_setting, arg, left if left != default else right)
return new_setting
def _get_settings_from_t2xs(
self,
t2xs: Sequence[tuple[dict[str, str], str]],
default_args: dict[str, Iterable[str]],
) -> Sequence[TextSetting]:
settings = []
t2xwords = set(chain(*([*t2x.keys()] for t2x, _ in t2xs)))
for word in t2xwords:
setting_args = {
arg: str(t2x[word]) if word in t2x else default_args[arg]
# NOTE: when t2x[word] is a ManimColor, str will yield the
# hex representation
for t2x, arg in t2xs
}
for start, end in self._find_indexes(word, self.text):
settings.append(TextSetting(start, end, **setting_args))
return settings
def _get_settings_from_gradient(
self, default_args: dict[str, Iterable[str]]
) -> Sequence[TextSetting]:
settings = []
args = copy.copy(default_args)
if self.gradient:
colors = color_gradient(self.gradient, len(self.text))
for i in range(len(self.text)):
args["color"] = colors[i].to_hex()
settings.append(TextSetting(i, i + 1, **args))
for word, gradient in self.t2g.items():
if isinstance(gradient, str) or len(gradient) == 1:
color = gradient if isinstance(gradient, str) else gradient[0]
gradient = [ManimColor(color)]
colors = (
color_gradient(gradient, len(word))
if len(gradient) != 1
else len(word) * gradient
)
for start, end in self._find_indexes(word, self.text):
for i in range(start, end):
args["color"] = colors[i - start].to_hex()
settings.append(TextSetting(i, i + 1, **args))
return settings
def _text2settings(self, color: str):
"""Converts the texts and styles to a setting for parsing."""
t2xs = [
(self.t2f, "font"),
(self.t2s, "slant"),
(self.t2w, "weight"),
(self.t2c, "color"),
]
# setting_args requires values to be strings
default_args = {
arg: getattr(self, arg) if arg != "color" else color for _, arg in t2xs
}
settings = self._get_settings_from_t2xs(t2xs, default_args)
settings.extend(self._get_settings_from_gradient(default_args))
# Handle overlaps
settings.sort(key=lambda setting: setting.start)
for index, setting in enumerate(settings):
if index + 1 == len(settings):
break
next_setting = settings[index + 1]
if setting.end > next_setting.start:
new_setting = self._merge_settings(setting, next_setting, default_args)
new_index = index + 1
while (
new_index < len(settings)
and settings[new_index].start < new_setting.start
):
new_index += 1
settings.insert(new_index, new_setting)
# Set all text settings (default font, slant, weight)
temp_settings = settings.copy()
start = 0
for setting in settings:
if setting.start != start:
temp_settings.append(TextSetting(start, setting.start, **default_args))
start = setting.end
if start != len(self.text):
temp_settings.append(TextSetting(start, len(self.text), **default_args))
settings = sorted(temp_settings, key=lambda setting: setting.start)
line_num = 0
if re.search(r"\n", self.text):
for start, end in self._find_indexes("\n", self.text):
for setting in settings:
if setting.line_num == -1:
setting.line_num = line_num
if start < setting.end:
line_num += 1
new_setting = copy.copy(setting)
setting.end = end
new_setting.start = end
new_setting.line_num = line_num
settings.append(new_setting)
settings.sort(key=lambda setting: setting.start)
break
for setting in settings:
if setting.line_num == -1:
setting.line_num = line_num
return settings
def _text2svg(self, color: ManimColor):
"""Convert the text to SVG using Pango."""
size = self._font_size
line_spacing = self.line_spacing
size /= TEXT2SVG_ADJUSTMENT_FACTOR
line_spacing /= TEXT2SVG_ADJUSTMENT_FACTOR
dir_name = config.get_dir("text_dir")
if not dir_name.is_dir():
dir_name.mkdir(parents=True)
hash_name = self._text2hash(color)
file_name = dir_name / (hash_name + ".svg")
if file_name.exists():
svg_file = str(file_name.resolve())
else:
settings = self._text2settings(color)
width = config["pixel_width"]
height = config["pixel_height"]
svg_file = manimpango.text2svg(
settings,
size,
line_spacing,
self.disable_ligatures,
str(file_name.resolve()),
START_X,
START_Y,
width,
height,
self.text,
)
return svg_file
def init_colors(self, propagate_colors=True):
if config.renderer == RendererType.OPENGL:
super().init_colors()
elif config.renderer == RendererType.CAIRO:
super().init_colors(propagate_colors=propagate_colors)
class MarkupText(SVGMobject):
r"""Display (non-LaTeX) text rendered using `Pango <https://pango.gnome.org/>`_.
Text objects behave like a :class:`.VGroup`-like iterable of all characters
in the given text. In particular, slicing is possible.
**What is PangoMarkup?**
PangoMarkup is a small markup language like html and it helps you avoid using
"range of characters" while coloring or styling a piece a Text. You can use
this language with :class:`~.MarkupText`.
A simple example of a marked-up string might be::
<span foreground="blue" size="x-large">Blue text</span> is <i>cool</i>!"
and it can be used with :class:`~.MarkupText` as
.. manim:: MarkupExample
:save_last_frame:
class MarkupExample(Scene):
def construct(self):
text = MarkupText('<span foreground="blue" size="x-large">Blue text</span> is <i>cool</i>!"')
self.add(text)
A more elaborate example would be:
.. manim:: MarkupElaborateExample
:save_last_frame:
class MarkupElaborateExample(Scene):
def construct(self):
text = MarkupText(
'<span foreground="purple">ا</span><span foreground="red">َ</span>'
'ل<span foreground="blue">ْ</span>ع<span foreground="red">َ</span>ر'
'<span foreground="red">َ</span>ب<span foreground="red">ِ</span>ي'
'<span foreground="green">ّ</span><span foreground="red">َ</span>ة'
'<span foreground="blue">ُ</span>'
)
self.add(text)
PangoMarkup can also contain XML features such as numeric character
entities such as ``©`` for © can be used too.
The most general markup tag is ``<span>``, then there are some
convenience tags.
Here is a list of supported tags:
- ``<b>bold</b>``, ``<i>italic</i>`` and ``<b><i>bold+italic</i></b>``
- ``<ul>underline</ul>`` and ``<s>strike through</s>``
- ``<tt>typewriter font</tt>``
- ``<big>bigger font</big>`` and ``<small>smaller font</small>``
- ``<sup>superscript</sup>`` and ``<sub>subscript</sub>``
- ``<span underline="double" underline_color="green">double underline</span>``
- ``<span underline="error">error underline</span>``
- ``<span overline="single" overline_color="green">overline</span>``
- ``<span strikethrough="true" strikethrough_color="red">strikethrough</span>``
- ``<span font_family="sans">temporary change of font</span>``
- ``<span foreground="red">temporary change of color</span>``
- ``<span fgcolor="red">temporary change of color</span>``
- ``<gradient from="YELLOW" to="RED">temporary gradient</gradient>``
For ``<span>`` markup, colors can be specified either as
hex triples like ``#aabbcc`` or as named CSS colors like
``AliceBlue``.
The ``<gradient>`` tag is handled by Manim rather than
Pango, and supports hex triplets or Manim constants like
``RED`` or ``RED_A``.
If you want to use Manim constants like ``RED_A`` together
with ``<span>``, you will need to use Python's f-String
syntax as follows::
MarkupText(f'<span foreground="{RED_A}">here you go</span>')
If your text contains ligatures, the :class:`MarkupText` class may
incorrectly determine the first and last letter when creating the
gradient. This is due to the fact that ``fl`` are two separate characters,
but might be set as one single glyph - a ligature. If your language
does not depend on ligatures, consider setting ``disable_ligatures``
to ``True``. If you must use ligatures, the ``gradient`` tag supports an optional
attribute ``offset`` which can be used to compensate for that error.
For example:
- ``<gradient from="RED" to="YELLOW" offset="1">example</gradient>`` to *start* the gradient one letter earlier
- ``<gradient from="RED" to="YELLOW" offset=",1">example</gradient>`` to *end* the gradient one letter earlier
- ``<gradient from="RED" to="YELLOW" offset="2,1">example</gradient>`` to *start* the gradient two letters earlier and *end* it one letter earlier
Specifying a second offset may be necessary if the text to be colored does
itself contain ligatures. The same can happen when using HTML entities for
special chars.
When using ``underline``, ``overline`` or ``strikethrough`` together with
``<gradient>`` tags, you will also need to use the offset, because
underlines are additional paths in the final :class:`SVGMobject`.
Check out the following example.
Escaping of special characters: ``>`` **should** be written as ``>``
whereas ``<`` and ``&`` *must* be written as ``<`` and
``&``.
You can find more information about Pango markup formatting at the
corresponding documentation page:
`Pango Markup <https://docs.gtk.org/Pango/pango_markup.html>`_.
Please be aware that not all features are supported by this class and that
the ``<gradient>`` tag mentioned above is not supported by Pango.
Parameters
----------
text
The text that needs to be created as mobject.
fill_opacity
The fill opacity, with 1 meaning opaque and 0 meaning transparent.
stroke_width
Stroke width.
font_size
Font size.
line_spacing
Line spacing.
font
Global font setting for the entire text. Local overrides are possible.
slant
Global slant setting, e.g. `NORMAL` or `ITALIC`. Local overrides are possible.
weight
Global weight setting, e.g. `NORMAL` or `BOLD`. Local overrides are possible.
gradient
Global gradient setting. Local overrides are possible.
warn_missing_font
If True (default), Manim will issue a warning if the font does not exist in the
(case-sensitive) list of fonts returned from `manimpango.list_fonts()`.
Returns
-------
:class:`MarkupText`
The text displayed in form of a :class:`.VGroup`-like mobject.
Examples
---------
.. manim:: BasicMarkupExample
:save_last_frame:
class BasicMarkupExample(Scene):
def construct(self):
text1 = MarkupText("<b>foo</b> <i>bar</i> <b><i>foobar</i></b>")
text2 = MarkupText("<s>foo</s> <u>bar</u> <big>big</big> <small>small</small>")
text3 = MarkupText("H<sub>2</sub>O and H<sub>3</sub>O<sup>+</sup>")
text4 = MarkupText("type <tt>help</tt> for help")
text5 = MarkupText(
'<span underline="double">foo</span> <span underline="error">bar</span>'
)
group = VGroup(text1, text2, text3, text4, text5).arrange(DOWN)
self.add(group)
.. manim:: ColorExample
:save_last_frame:
class ColorExample(Scene):
def construct(self):
text1 = MarkupText(
f'all in red <span fgcolor="{YELLOW}">except this</span>', color=RED
)
text2 = MarkupText("nice gradient", gradient=(BLUE, GREEN))
text3 = MarkupText(
'nice <gradient from="RED" to="YELLOW">intermediate</gradient> gradient',
gradient=(BLUE, GREEN),
)
text4 = MarkupText(
'fl ligature <gradient from="RED" to="YELLOW">causing trouble</gradient> here'
)
text5 = MarkupText(
'fl ligature <gradient from="RED" to="YELLOW" offset="1">defeated</gradient> with offset'
)
text6 = MarkupText(
'fl ligature <gradient from="RED" to="YELLOW" offset="1">floating</gradient> inside'
)
text7 = MarkupText(
'fl ligature <gradient from="RED" to="YELLOW" offset="1,1">floating</gradient> inside'
)
group = VGroup(text1, text2, text3, text4, text5, text6, text7).arrange(DOWN)
self.add(group)
.. manim:: UnderlineExample
:save_last_frame:
class UnderlineExample(Scene):
def construct(self):
text1 = MarkupText(
'<span underline="double" underline_color="green">bla</span>'
)
text2 = MarkupText(
'<span underline="single" underline_color="green">xxx</span><gradient from="#ffff00" to="RED">aabb</gradient>y'
)
text3 = MarkupText(
'<span underline="single" underline_color="green">xxx</span><gradient from="#ffff00" to="RED" offset="-1">aabb</gradient>y'
)
text4 = MarkupText(
'<span underline="double" underline_color="green">xxx</span><gradient from="#ffff00" to="RED">aabb</gradient>y'
)
text5 = MarkupText(
'<span underline="double" underline_color="green">xxx</span><gradient from="#ffff00" to="RED" offset="-2">aabb</gradient>y'
)
group = VGroup(text1, text2, text3, text4, text5).arrange(DOWN)
self.add(group)
.. manim:: FontExample
:save_last_frame:
class FontExample(Scene):
def construct(self):
text1 = MarkupText(
'all in sans <span font_family="serif">except this</span>', font="sans"
)
text2 = MarkupText(
'<span font_family="serif">mixing</span> <span font_family="sans">fonts</span> <span font_family="monospace">is ugly</span>'
)
text3 = MarkupText("special char > or >")
text4 = MarkupText("special char < and &")
group = VGroup(text1, text2, text3, text4).arrange(DOWN)
self.add(group)
.. manim:: NewlineExample
:save_last_frame:
class NewlineExample(Scene):
def construct(self):
text = MarkupText('foooo<span foreground="red">oo\nbaa</span>aar')
self.add(text)
.. manim:: NoLigaturesExample
:save_last_frame:
class NoLigaturesExample(Scene):
def construct(self):
text1 = MarkupText('fl<gradient from="RED" to="GREEN">oat</gradient>ing')
text2 = MarkupText('fl<gradient from="RED" to="GREEN">oat</gradient>ing', disable_ligatures=True)
group = VGroup(text1, text2).arrange(DOWN)
self.add(group)
As :class:`MarkupText` uses Pango to render text, rendering non-English
characters is easily possible:
.. manim:: MultiLanguage
:save_last_frame:
class MultiLanguage(Scene):
def construct(self):
morning = MarkupText("வணக்கம்", font="sans-serif")
japanese = MarkupText(
'<span fgcolor="blue">日本</span>へようこそ'
) # works as in ``Text``.
mess = MarkupText("Multi-Language", weight=BOLD)
russ = MarkupText("Здравствуйте मस नम म ", font="sans-serif")
hin = MarkupText("नमस्ते", font="sans-serif")
chinese = MarkupText("臂猿「黛比」帶著孩子", font="sans-serif")
group = VGroup(morning, japanese, mess, russ, hin, chinese).arrange(DOWN)
self.add(group)
You can justify the text by passing :attr:`justify` parameter.
.. manim:: JustifyText
class JustifyText(Scene):
def construct(self):
ipsum_text = (
"Lorem ipsum dolor sit amet, consectetur adipiscing elit."
"Praesent feugiat metus sit amet iaculis pulvinar. Nulla posuere "
"quam a ex aliquam, eleifend consectetur tellus viverra. Aliquam "
"fermentum interdum justo, nec rutrum elit pretium ac. Nam quis "
"leo pulvinar, dignissim est at, venenatis nisi."
)
justified_text = MarkupText(ipsum_text, justify=True).scale(0.4)
not_justified_text = MarkupText(ipsum_text, justify=False).scale(0.4)
just_title = Title("Justified")
njust_title = Title("Not Justified")
self.add(njust_title, not_justified_text)
self.play(
FadeOut(not_justified_text),
FadeIn(justified_text),
FadeOut(njust_title),
FadeIn(just_title),
)
self.wait(1)
Tests
-----
Check that the creation of :class:`~.MarkupText` works::
>>> MarkupText('The horse does not eat cucumber salad.')
MarkupText('The horse does not eat cucumber salad.')
"""
@staticmethod
@functools.lru_cache(maxsize=None)
def font_list() -> list[str]:
return manimpango.list_fonts()
def __init__(
self,
text: str,
fill_opacity: float = 1,
stroke_width: float = 0,
color: ParsableManimColor | None = None,
font_size: float = DEFAULT_FONT_SIZE,
line_spacing: int = -1,
font: str = "",
slant: str = NORMAL,
weight: str = NORMAL,
justify: bool = False,
gradient: tuple = None,
tab_width: int = 4,
height: int = None,
width: int = None,
should_center: bool = True,
disable_ligatures: bool = False,
warn_missing_font: bool = True,
**kwargs,
) -> None:
self.text = text
self.line_spacing = line_spacing
if font and warn_missing_font:
fonts_list = Text.font_list()
# handle special case of sans/sans-serif
if font.lower() == "sans-serif":
font = "sans"
if font not in fonts_list:
# check if the capitalized version is in the supported fonts
if font.capitalize() in fonts_list:
font = font.capitalize()
elif font.lower() in fonts_list:
font = font.lower()
elif font.title() in fonts_list:
font = font.title()
else:
logger.warning(f"Font {font} not in {fonts_list}.")
self.font = font
self._font_size = float(font_size)
self.slant = slant
self.weight = weight
self.gradient = gradient
self.tab_width = tab_width
self.justify = justify
self.original_text = text
self.disable_ligatures = disable_ligatures
text_without_tabs = text
if "\t" in text:
text_without_tabs = text.replace("\t", " " * self.tab_width)
colormap = self._extract_color_tags()
if len(colormap) > 0:
logger.warning(
'Using <color> tags in MarkupText is deprecated. Please use <span foreground="..."> instead.',
)
gradientmap = self._extract_gradient_tags()
validate_error = MarkupUtils.validate(self.text)
if validate_error:
raise ValueError(validate_error)
if self.line_spacing == -1:
self.line_spacing = (
self._font_size + self._font_size * DEFAULT_LINE_SPACING_SCALE
)
else:
self.line_spacing = self._font_size + self._font_size * self.line_spacing
color: ManimColor = ManimColor(color) if color else VMobject().color
file_name = self._text2svg(color)
PangoUtils.remove_last_M(file_name)
super().__init__(
file_name,
fill_opacity=fill_opacity,
stroke_width=stroke_width,
height=height,
width=width,
should_center=should_center,
**kwargs,
)
self.chars = self.get_group_class()(*self.submobjects)
self.text = text_without_tabs.replace(" ", "").replace("\n", "")
nppc = self.n_points_per_curve
for each in self:
if len(each.points) == 0:
continue
points = each.points
curve_start = points[0]
assert len(curve_start) == self.dim, curve_start
# Some of the glyphs in this text might not be closed,
# so we close them by identifying when one curve ends
# but it is not where the next curve starts.
# It is more efficient to temporarily create a list
# of points and add them one at a time, then turn them
# into a numpy array at the end, rather than creating
# new numpy arrays every time a point or fixing line
# is added (which is O(n^2) for numpy arrays).
closed_curve_points = []
# OpenGL has points be part of quadratic Bezier curves;
# Cairo uses cubic Bezier curves.
if nppc == 3: # RendererType.OPENGL
def add_line_to(end):
nonlocal closed_curve_points
start = closed_curve_points[-1]
closed_curve_points += [
start,
(start + end) / 2,
end,
]
else: # RendererType.CAIRO
def add_line_to(end):
nonlocal closed_curve_points
start = closed_curve_points[-1]
closed_curve_points += [
start,
(start + start + end) / 3,
(start + end + end) / 3,
end,
]
for index, point in enumerate(points):
closed_curve_points.append(point)
if (
index != len(points) - 1
and (index + 1) % nppc == 0
and any(point != points[index + 1])
):
# Add straight line from last point on this curve to the
# start point on the next curve.
add_line_to(curve_start)
curve_start = points[index + 1]
# Make sure last curve is closed
add_line_to(curve_start)
each.points = np.array(closed_curve_points, ndmin=2)
if self.gradient:
self.set_color_by_gradient(*self.gradient)
for col in colormap:
self.chars[
col["start"]
- col["start_offset"] : col["end"]
- col["start_offset"]
- col["end_offset"]
].set_color(self._parse_color(col["color"]))
for grad in gradientmap:
self.chars[
grad["start"]
- grad["start_offset"] : grad["end"]
- grad["start_offset"]
- grad["end_offset"]
].set_color_by_gradient(
*(self._parse_color(grad["from"]), self._parse_color(grad["to"]))
)
# anti-aliasing
if height is None and width is None:
self.scale(TEXT_MOB_SCALE_FACTOR)
self.initial_height = self.height
@property
def font_size(self):
return (
self.height
/ self.initial_height
/ TEXT_MOB_SCALE_FACTOR
* 2.4
* self._font_size
/ DEFAULT_FONT_SIZE
)
@font_size.setter
def font_size(self, font_val):
# TODO: use pango's font size scaling.
if font_val <= 0:
raise ValueError("font_size must be greater than 0.")
else:
self.scale(font_val / self.font_size)
def _text2hash(self, color: ParsableManimColor):
"""Generates ``sha256`` hash for file name."""
settings = (
"MARKUPPANGO"
+ self.font
+ self.slant
+ self.weight
+ ManimColor(color).to_hex().lower()
) # to differentiate from classical Pango Text
settings += str(self.line_spacing) + str(self._font_size)
settings += str(self.disable_ligatures)
settings += str(self.justify)
id_str = self.text + settings
hasher = hashlib.sha256()
hasher.update(id_str.encode())
return hasher.hexdigest()[:16]
def _text2svg(self, color: ParsableManimColor | None):
"""Convert the text to SVG using Pango."""
color = ManimColor(color)
size = self._font_size
line_spacing = self.line_spacing
size /= TEXT2SVG_ADJUSTMENT_FACTOR
line_spacing /= TEXT2SVG_ADJUSTMENT_FACTOR
dir_name = config.get_dir("text_dir")
if not dir_name.is_dir():
dir_name.mkdir(parents=True)
hash_name = self._text2hash(color)
file_name = dir_name / (hash_name + ".svg")
if file_name.exists():
svg_file = str(file_name.resolve())
else:
final_text = (
f'<span foreground="{color.to_hex()}">{self.text}</span>'
if color is not None
else self.text
)
logger.debug(f"Setting Text {self.text}")
svg_file = MarkupUtils.text2svg(
final_text,
self.font,
self.slant,
self.weight,
size,
line_spacing,
self.disable_ligatures,
str(file_name.resolve()),
START_X,
START_Y,
600, # width
400, # height
justify=self.justify,
pango_width=500,
)
return svg_file
def _count_real_chars(self, s):
"""Counts characters that will be displayed.
This is needed for partial coloring or gradients, because space
counts to the text's `len`, but has no corresponding character."""
count = 0
level = 0
# temporarily replace HTML entities by single char
s = re.sub("&[^;]+;", "x", s)
for c in s:
if c == "<":
level += 1
if c == ">" and level > 0:
level -= 1
elif c != " " and c != "\t" and level == 0:
count += 1
return count
def _extract_gradient_tags(self):
"""Used to determine which parts (if any) of the string should be formatted
with a gradient.
Removes the ``<gradient>`` tag, as it is not part of Pango's markup and would cause an error.
"""
tags = re.finditer(
r'<gradient\s+from="([^"]+)"\s+to="([^"]+)"(\s+offset="([^"]+)")?>(.+?)</gradient>',
self.original_text,
re.S,
)
gradientmap = []
for tag in tags:
start = self._count_real_chars(self.original_text[: tag.start(0)])
end = start + self._count_real_chars(tag.group(5))
offsets = tag.group(4).split(",") if tag.group(4) else [0]
start_offset = int(offsets[0]) if offsets[0] else 0
end_offset = int(offsets[1]) if len(offsets) == 2 and offsets[1] else 0
gradientmap.append(
{
"start": start,
"end": end,
"from": tag.group(1),
"to": tag.group(2),
"start_offset": start_offset,
"end_offset": end_offset,
},
)
self.text = re.sub("<gradient[^>]+>(.+?)</gradient>", r"\1", self.text, 0, re.S)
return gradientmap
def _parse_color(self, col):
"""Parse color given in ``<color>`` or ``<gradient>`` tags."""
if re.match("#[0-9a-f]{6}", col):
return col
else:
return ManimColor(col).to_hex()
def _extract_color_tags(self):
"""Used to determine which parts (if any) of the string should be formatted
with a custom color.
Removes the ``<color>`` tag, as it is not part of Pango's markup and would cause an error.
Note: Using the ``<color>`` tags is deprecated. As soon as the legacy syntax is gone, this function
will be removed.
"""
tags = re.finditer(
r'<color\s+col="([^"]+)"(\s+offset="([^"]+)")?>(.+?)</color>',
self.original_text,
re.S,
)
colormap = []
for tag in tags:
start = self._count_real_chars(self.original_text[: tag.start(0)])
end = start + self._count_real_chars(tag.group(4))
offsets = tag.group(3).split(",") if tag.group(3) else [0]
start_offset = int(offsets[0]) if offsets[0] else 0
end_offset = int(offsets[1]) if len(offsets) == 2 and offsets[1] else 0
colormap.append(
{
"start": start,
"end": end,
"color": tag.group(1),
"start_offset": start_offset,
"end_offset": end_offset,
},
)
self.text = re.sub("<color[^>]+>(.+?)</color>", r"\1", self.text, 0, re.S)
return colormap
def __repr__(self):
return f"MarkupText({repr(self.original_text)})"
@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. In ``assets/fonts`` folder.
3. In ``font/`` folder.
4. In the same directory.
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.
.. 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(config.input_file).parent.resolve()
possible_paths = [
Path(font_file),
input_folder / "assets/fonts" / font_file,
input_folder / "fonts" / font_file,
input_folder / font_file,
]
for path in possible_paths:
path = path.resolve()
if path.exists():
file_path = path
logger.debug("Found file at %s", file_path.absolute())
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_ManimCommunity/manim/mobject/text/__init__.py
|
"""Mobjects used to display Text using Pango or LaTeX.
Modules
=======
.. autosummary::
:toctree: ../reference
~code_mobject
~numbers
~tex_mobject
~text_mobject
"""
|
manim_ManimCommunity/manim/mobject/text/numbers.py
|
"""Mobjects representing numbers."""
from __future__ import annotations
__all__ = ["DecimalNumber", "Integer", "Variable"]
from typing import Sequence
import numpy as np
from manim import config
from manim.constants import *
from manim.mobject.opengl.opengl_compatibility import ConvertToOpenGL
from manim.mobject.text.tex_mobject import MathTex, SingleStringMathTex, Tex
from manim.mobject.text.text_mobject import Text
from manim.mobject.types.vectorized_mobject import VMobject
from manim.mobject.value_tracker import ValueTracker
string_to_mob_map = {}
__all__ = ["DecimalNumber", "Integer", "Variable"]
class DecimalNumber(VMobject, metaclass=ConvertToOpenGL):
"""An mobject representing a decimal number.
Parameters
----------
number
The numeric value to be displayed. It can later be modified using :meth:`.set_value`.
num_decimal_places
The number of decimal places after the decimal separator. Values are automatically rounded.
mob_class
The class for rendering digits and units, by default :class:`.MathTex`.
include_sign
Set to ``True`` to include a sign for positive numbers and zero.
group_with_commas
When ``True`` thousands groups are separated by commas for readability.
digit_buff_per_font_unit
Additional spacing between digits. Scales with font size.
show_ellipsis
When a number has been truncated by rounding, indicate with an ellipsis (``...``).
unit
A unit string which can be placed to the right of the numerical values.
unit_buff_per_font_unit
An additional spacing between the numerical values and the unit. A value
of ``unit_buff_per_font_unit=0.003`` gives a decent spacing. Scales with font size.
include_background_rectangle
Adds a background rectangle to increase contrast on busy scenes.
edge_to_fix
Assuring right- or left-alignment of the full object.
font_size
Size of the font.
Examples
--------
.. manim:: MovingSquareWithUpdaters
class MovingSquareWithUpdaters(Scene):
def construct(self):
decimal = DecimalNumber(
0,
show_ellipsis=True,
num_decimal_places=3,
include_sign=True,
unit=r"\text{M-Units}",
unit_buff_per_font_unit=0.003
)
square = Square().to_edge(UP)
decimal.add_updater(lambda d: d.next_to(square, RIGHT))
decimal.add_updater(lambda d: d.set_value(square.get_center()[1]))
self.add(square, decimal)
self.play(
square.animate.to_edge(DOWN),
rate_func=there_and_back,
run_time=5,
)
self.wait()
"""
def __init__(
self,
number: float = 0,
num_decimal_places: int = 2,
mob_class: VMobject = MathTex,
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 "^"
unit_buff_per_font_unit: float = 0,
include_background_rectangle: bool = False,
edge_to_fix: Sequence[float] = LEFT,
font_size: float = DEFAULT_FONT_SIZE,
stroke_width: float = 0,
fill_opacity: float = 1.0,
**kwargs,
):
super().__init__(**kwargs, stroke_width=stroke_width)
self.number = number
self.num_decimal_places = num_decimal_places
self.include_sign = include_sign
self.mob_class = mob_class
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.unit_buff_per_font_unit = unit_buff_per_font_unit
self.include_background_rectangle = include_background_rectangle
self.edge_to_fix = edge_to_fix
self._font_size = font_size
self.fill_opacity = fill_opacity
self.initial_config = kwargs.copy()
self.initial_config.update(
{
"num_decimal_places": num_decimal_places,
"include_sign": include_sign,
"group_with_commas": group_with_commas,
"digit_buff_per_font_unit": digit_buff_per_font_unit,
"show_ellipsis": show_ellipsis,
"unit": unit,
"unit_buff_per_font_unit": unit_buff_per_font_unit,
"include_background_rectangle": include_background_rectangle,
"edge_to_fix": edge_to_fix,
"font_size": font_size,
"stroke_width": stroke_width,
"fill_opacity": fill_opacity,
},
)
self._set_submobjects_from_number(number)
self.init_colors()
@property
def font_size(self):
"""The font size of the tex mobject."""
return self.height / self.initial_height * self._font_size
@font_size.setter
def font_size(self, font_val):
if font_val <= 0:
raise ValueError("font_size must be greater than 0.")
elif self.height > 0:
# sometimes manim generates a SingleStringMathex mobject with 0 height.
# can't be scaled regardless and will error without the elif.
# scale to a factor of the initial height so that setting
# font_size does not depend on current size.
self.scale(font_val / self.font_size)
def _set_submobjects_from_number(self, number):
self.number = number
self.submobjects = []
num_string = self._get_num_string(number)
self.add(*(map(self._string_to_mob, num_string)))
# Add non-numerical bits
if self.show_ellipsis:
self.add(
self._string_to_mob("\\dots", SingleStringMathTex, color=self.color),
)
self.arrange(
buff=self.digit_buff_per_font_unit * self._font_size,
aligned_edge=DOWN,
)
if self.unit is not None:
self.unit_sign = self._string_to_mob(self.unit, SingleStringMathTex)
self.add(
self.unit_sign.next_to(
self,
direction=RIGHT,
buff=(self.unit_buff_per_font_unit + self.digit_buff_per_font_unit)
* self._font_size,
aligned_edge=DOWN,
)
)
self.move_to(ORIGIN)
# 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].height * DOWN / 2)
elif c == ",":
self[i].shift(self[i].height * DOWN / 2)
if self.unit and self.unit.startswith("^"):
self.unit_sign.align_to(self, UP)
# track the initial height to enable scaling via font_size
self.initial_height = self.height
if self.include_background_rectangle:
self.add_background_rectangle()
def _get_num_string(self, number):
if isinstance(number, complex):
formatter = self._get_complex_formatter()
else:
formatter = self._get_formatter()
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:]
return num_string
def _string_to_mob(self, string: str, mob_class: VMobject | None = None, **kwargs):
if mob_class is None:
mob_class = self.mob_class
if string not in string_to_mob_map:
string_to_mob_map[string] = mob_class(string, **kwargs)
mob = string_to_mob_map[string].copy()
mob.font_size = self._font_size
return mob
def _get_formatter(self, **kwargs):
"""
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 = {
attr: getattr(self, attr)
for attr in [
"include_sign",
"group_with_commas",
"num_decimal_places",
]
}
config.update(kwargs)
return "".join(
[
"{",
config.get("field_name", ""),
":",
"+" if config["include_sign"] else "",
"," if config["group_with_commas"] else "",
".",
str(config["num_decimal_places"]),
"f",
"}",
],
)
def _get_complex_formatter(self):
return "".join(
[
self._get_formatter(field_name="0.real"),
self._get_formatter(field_name="0.imag", include_sign=True),
"i",
],
)
def set_value(self, number: float):
"""Set the value of the :class:`~.DecimalNumber` to a new number.
Parameters
----------
number
The value that will overwrite the current number of the :class:`~.DecimalNumber`.
"""
# creates a new number mob via `set_submobjects_from_number`
# then matches the properties (color, font_size, etc...)
# of the previous mobject to the new one
# old_family needed with cairo
old_family = self.get_family()
old_font_size = self.font_size
move_to_point = self.get_edge_center(self.edge_to_fix)
old_submobjects = self.submobjects
self._set_submobjects_from_number(number)
self.font_size = old_font_size
self.move_to(move_to_point, self.edge_to_fix)
for sm1, sm2 in zip(self.submobjects, old_submobjects):
sm1.match_style(sm2)
if config.renderer == RendererType.CAIRO:
for mob in old_family:
# Dumb hack...due to how scene handles families
# of animated mobjects
# for compatibility with updaters to not leave first number in place while updating,
# not needed with opengl renderer
mob.points[:] = 0
self.init_colors()
return self
def get_value(self):
return self.number
def increment_value(self, delta_t=1):
self.set_value(self.get_value() + delta_t)
class Integer(DecimalNumber):
"""A class for displaying Integers.
Examples
--------
.. manim:: IntegerExample
:save_last_frame:
class IntegerExample(Scene):
def construct(self):
self.add(Integer(number=2.5).set_color(ORANGE).scale(2.5).set_x(-0.5).set_y(0.8))
self.add(Integer(number=3.14159, show_ellipsis=True).set_x(3).set_y(3.3).scale(3.14159))
self.add(Integer(number=42).set_x(2.5).set_y(-2.3).set_color_by_gradient(BLUE, TEAL).scale(1.7))
self.add(Integer(number=6.28).set_x(-1.5).set_y(-2).set_color(YELLOW).scale(1.4))
"""
def __init__(self, number=0, num_decimal_places=0, **kwargs):
super().__init__(number=number, num_decimal_places=num_decimal_places, **kwargs)
def get_value(self):
return int(np.round(super().get_value()))
class Variable(VMobject, metaclass=ConvertToOpenGL):
"""A class for displaying text that shows "label = value" with
the value continuously updated from a :class:`~.ValueTracker`.
Parameters
----------
var
The initial value you need to keep track of and display.
label
The label for your variable. Raw strings are convertex to :class:`~.MathTex` objects.
var_type
The class used for displaying the number. Defaults to :class:`DecimalNumber`.
num_decimal_places
The number of decimal places to display in your variable. Defaults to 2.
If `var_type` is an :class:`Integer`, this parameter is ignored.
kwargs
Other arguments to be passed to `~.Mobject`.
Attributes
----------
label : Union[:class:`str`, :class:`~.Tex`, :class:`~.MathTex`, :class:`~.Text`, :class:`~.SingleStringMathTex`]
The label for your variable, for example ``x = ...``.
tracker : :class:`~.ValueTracker`
Useful in updating the value of your variable on-screen.
value : Union[:class:`DecimalNumber`, :class:`Integer`]
The tex for the value of your variable.
Examples
--------
Normal usage::
# DecimalNumber type
var = 0.5
on_screen_var = Variable(var, Text("var"), num_decimal_places=3)
# Integer type
int_var = 0
on_screen_int_var = Variable(int_var, Text("int_var"), var_type=Integer)
# Using math mode for the label
on_screen_int_var = Variable(int_var, "{a}_{i}", var_type=Integer)
.. manim:: VariablesWithValueTracker
class VariablesWithValueTracker(Scene):
def construct(self):
var = 0.5
on_screen_var = Variable(var, Text("var"), num_decimal_places=3)
# You can also change the colours for the label and value
on_screen_var.label.set_color(RED)
on_screen_var.value.set_color(GREEN)
self.play(Write(on_screen_var))
# The above line will just display the variable with
# its initial value on the screen. If you also wish to
# update it, you can do so by accessing the `tracker` attribute
self.wait()
var_tracker = on_screen_var.tracker
var = 10.5
self.play(var_tracker.animate.set_value(var))
self.wait()
int_var = 0
on_screen_int_var = Variable(
int_var, Text("int_var"), var_type=Integer
).next_to(on_screen_var, DOWN)
on_screen_int_var.label.set_color(RED)
on_screen_int_var.value.set_color(GREEN)
self.play(Write(on_screen_int_var))
self.wait()
var_tracker = on_screen_int_var.tracker
var = 10.5
self.play(var_tracker.animate.set_value(var))
self.wait()
# If you wish to have a somewhat more complicated label for your
# variable with subscripts, superscripts, etc. the default class
# for the label is MathTex
subscript_label_var = 10
on_screen_subscript_var = Variable(subscript_label_var, "{a}_{i}").next_to(
on_screen_int_var, DOWN
)
self.play(Write(on_screen_subscript_var))
self.wait()
.. manim:: VariableExample
class VariableExample(Scene):
def construct(self):
start = 2.0
x_var = Variable(start, 'x', num_decimal_places=3)
sqr_var = Variable(start**2, 'x^2', num_decimal_places=3)
Group(x_var, sqr_var).arrange(DOWN)
sqr_var.add_updater(lambda v: v.tracker.set_value(x_var.tracker.get_value()**2))
self.add(x_var, sqr_var)
self.play(x_var.tracker.animate.set_value(5), run_time=2, rate_func=linear)
self.wait(0.1)
"""
def __init__(
self,
var: float,
label: str | Tex | MathTex | Text | SingleStringMathTex,
var_type: DecimalNumber | Integer = DecimalNumber,
num_decimal_places: int = 2,
**kwargs,
):
self.label = MathTex(label) if isinstance(label, str) else label
equals = MathTex("=").next_to(self.label, RIGHT)
self.label.add(equals)
self.tracker = ValueTracker(var)
if var_type == DecimalNumber:
self.value = DecimalNumber(
self.tracker.get_value(),
num_decimal_places=num_decimal_places,
)
elif var_type == Integer:
self.value = Integer(self.tracker.get_value())
self.value.add_updater(lambda v: v.set_value(self.tracker.get_value())).next_to(
self.label,
RIGHT,
)
super().__init__(**kwargs)
self.add(self.label, self.value)
|
manim_ManimCommunity/manim/mobject/text/tex_mobject.py
|
r"""Mobjects representing text rendered using LaTeX.
.. important::
See the corresponding tutorial :ref:`rendering-with-latex`
.. note::
Just as you can use :class:`~.Text` (from the module :mod:`~.text_mobject`) to add text to your videos, you can use :class:`~.Tex` and :class:`~.MathTex` to insert LaTeX.
"""
from __future__ import annotations
from manim.utils.color import ManimColor
__all__ = [
"SingleStringMathTex",
"MathTex",
"Tex",
"BulletedList",
"Title",
]
import itertools as it
import operator as op
import re
from functools import reduce
from textwrap import dedent
from typing import Iterable
from manim import config, logger
from manim.constants import *
from manim.mobject.geometry.line import Line
from manim.mobject.svg.svg_mobject import SVGMobject
from manim.mobject.types.vectorized_mobject import VectorizedPoint, VGroup, VMobject
from manim.utils.tex import TexTemplate
from manim.utils.tex_file_writing import tex_to_svg_file
tex_string_to_mob_map = {}
class SingleStringMathTex(SVGMobject):
"""Elementary building block for rendering text with LaTeX.
Tests
-----
Check that creating a :class:`~.SingleStringMathTex` object works::
>>> SingleStringMathTex('Test') # doctest: +SKIP
SingleStringMathTex('Test')
"""
def __init__(
self,
tex_string: str,
stroke_width: float = 0,
should_center: bool = True,
height: float | None = None,
organize_left_to_right: bool = False,
tex_environment: str = "align*",
tex_template: TexTemplate | None = None,
font_size: float = DEFAULT_FONT_SIZE,
**kwargs,
):
if kwargs.get("color") is None:
# makes it so that color isn't explicitly passed for these mobs,
# and can instead inherit from the parent
kwargs["color"] = VMobject().color
self._font_size = font_size
self.organize_left_to_right = organize_left_to_right
self.tex_environment = tex_environment
if tex_template is None:
tex_template = config["tex_template"]
self.tex_template = tex_template
assert isinstance(tex_string, str)
self.tex_string = tex_string
file_name = tex_to_svg_file(
self._get_modified_expression(tex_string),
environment=self.tex_environment,
tex_template=self.tex_template,
)
super().__init__(
file_name=file_name,
should_center=should_center,
stroke_width=stroke_width,
height=height,
path_string_config={
"should_subdivide_sharp_curves": True,
"should_remove_null_curves": True,
},
**kwargs,
)
self.init_colors()
# used for scaling via font_size.setter
self.initial_height = self.height
if height is None:
self.font_size = self._font_size
if self.organize_left_to_right:
self._organize_submobjects_left_to_right()
def __repr__(self):
return f"{type(self).__name__}({repr(self.tex_string)})"
@property
def font_size(self):
"""The font size of the tex mobject."""
return self.height / self.initial_height / SCALE_FACTOR_PER_FONT_POINT
@font_size.setter
def font_size(self, font_val):
if font_val <= 0:
raise ValueError("font_size must be greater than 0.")
elif self.height > 0:
# sometimes manim generates a SingleStringMathex mobject with 0 height.
# can't be scaled regardless and will error without the elif.
# scale to a factor of the initial height so that setting
# font_size does not depend on current size.
self.scale(font_val / self.font_size)
def _get_modified_expression(self, tex_string):
result = tex_string
result = result.strip()
result = self._modify_special_strings(result)
return result
def _modify_special_strings(self, tex):
tex = tex.strip()
should_add_filler = reduce(
op.or_,
[
# Fraction line needs something to be over
tex == "\\over",
tex == "\\overline",
# Make sure 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
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\\\\")
# 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")
tex = self._remove_stray_braces(tex)
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 _remove_stray_braces(self, tex):
r"""
Makes :class:`~.MathTex` resilient to unmatched braces.
This is important when the braces in the TeX code are spread over
multiple arguments as in, e.g., ``MathTex(r"e^{i", r"\tau} = 1")``.
"""
# "\{" does not count (it's a brace literal), but "\\{" counts (it's a new line and then brace)
num_lefts = tex.count("{") - tex.count("\\{") + tex.count("\\\\{")
num_rights = tex.count("}") - tex.count("\\}") + tex.count("\\\\}")
while num_rights > num_lefts:
tex = "{" + tex
num_lefts += 1
while num_lefts > num_rights:
tex = tex + "}"
num_rights += 1
return tex
def _organize_submobjects_left_to_right(self):
self.sort(lambda p: p[0])
return self
def get_tex_string(self):
return self.tex_string
def init_colors(self, propagate_colors=True):
if config.renderer == RendererType.OPENGL:
super().init_colors()
elif config.renderer == RendererType.CAIRO:
super().init_colors(propagate_colors=propagate_colors)
class MathTex(SingleStringMathTex):
r"""A string compiled with LaTeX in math mode.
Examples
--------
.. manim:: Formula
:save_last_frame:
class Formula(Scene):
def construct(self):
t = MathTex(r"\int_a^b f'(x) dx = f(b)- f(a)")
self.add(t)
Tests
-----
Check that creating a :class:`~.MathTex` works::
>>> MathTex('a^2 + b^2 = c^2') # doctest: +SKIP
MathTex('a^2 + b^2 = c^2')
Check that double brace group splitting works correctly::
>>> t1 = MathTex('{{ a }} + {{ b }} = {{ c }}') # doctest: +SKIP
>>> len(t1.submobjects) # doctest: +SKIP
5
>>> t2 = MathTex(r"\frac{1}{a+b\sqrt{2}}") # doctest: +SKIP
>>> len(t2.submobjects) # doctest: +SKIP
1
"""
def __init__(
self,
*tex_strings,
arg_separator: str = " ",
substrings_to_isolate: Iterable[str] | None = None,
tex_to_color_map: dict[str, ManimColor] = None,
tex_environment: str = "align*",
**kwargs,
):
self.tex_template = kwargs.pop("tex_template", config["tex_template"])
self.arg_separator = arg_separator
self.substrings_to_isolate = (
[] if substrings_to_isolate is None else substrings_to_isolate
)
self.tex_to_color_map = tex_to_color_map
if self.tex_to_color_map is None:
self.tex_to_color_map = {}
self.tex_environment = tex_environment
self.brace_notation_split_occurred = False
self.tex_strings = self._break_up_tex_strings(tex_strings)
try:
super().__init__(
self.arg_separator.join(self.tex_strings),
tex_environment=self.tex_environment,
tex_template=self.tex_template,
**kwargs,
)
self._break_up_by_substrings()
except ValueError as compilation_error:
if self.brace_notation_split_occurred:
logger.error(
dedent(
"""\
A group of double braces, {{ ... }}, was detected in
your string. Manim splits TeX strings at the double
braces, which might have caused the current
compilation error. If you didn't use the double brace
split intentionally, add spaces between the braces to
avoid the automatic splitting: {{ ... }} --> { { ... } }.
""",
),
)
raise compilation_error
self.set_color_by_tex_to_color_map(self.tex_to_color_map)
if self.organize_left_to_right:
self._organize_submobjects_left_to_right()
def _break_up_tex_strings(self, tex_strings):
# Separate out anything surrounded in double braces
pre_split_length = len(tex_strings)
tex_strings = [re.split("{{(.*?)}}", str(t)) for t in tex_strings]
tex_strings = sum(tex_strings, [])
if len(tex_strings) > pre_split_length:
self.brace_notation_split_occurred = True
# Separate out any strings specified in the isolate
# or tex_to_color_map lists.
patterns = []
patterns.extend(
[
f"({re.escape(ss)})"
for ss in it.chain(
self.substrings_to_isolate,
self.tex_to_color_map.keys(),
)
],
)
pattern = "|".join(patterns)
if pattern:
pieces = []
for s in tex_strings:
pieces.extend(re.split(pattern, s))
else:
pieces = tex_strings
return [p for p in pieces if p]
def _break_up_by_substrings(self):
"""
Reorganize existing submobjects one layer
deeper based on the structure of tex_strings (as a list
of tex_strings)
"""
new_submobjects = []
curr_index = 0
for tex_string in self.tex_strings:
sub_tex_mob = SingleStringMathTex(
tex_string,
tex_environment=self.tex_environment,
tex_template=self.tex_template,
)
num_submobs = len(sub_tex_mob.submobjects)
new_index = (
curr_index + num_submobs + len("".join(self.arg_separator.split()))
)
if num_submobs == 0:
last_submob_index = min(curr_index, len(self.submobjects) - 1)
sub_tex_mob.move_to(self.submobjects[last_submob_index], RIGHT)
else:
sub_tex_mob.submobjects = self.submobjects[curr_index:new_index]
new_submobjects.append(sub_tex_mob)
curr_index = new_index
self.submobjects = new_submobjects
return self
def get_parts_by_tex(self, tex, substring=True, case_sensitive=True):
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(*(m for m in self.submobjects if test(tex, m.get_tex_string())))
def get_part_by_tex(self, tex, **kwargs):
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, color, **kwargs):
parts_to_color = self.get_parts_by_tex(tex, **kwargs)
for part in parts_to_color:
part.set_color(color)
return self
def set_opacity_by_tex(
self, tex: str, opacity: float = 0.5, remaining_opacity: float = None, **kwargs
):
"""
Sets the opacity of the tex specified. If 'remaining_opacity' is specified,
then the remaining tex will be set to that opacity.
Parameters
----------
tex
The tex to set the opacity of.
opacity
Default 0.5. The opacity to set the tex to
remaining_opacity
Default None. The opacity to set the remaining tex to.
If None, then the remaining tex will not be changed
"""
if remaining_opacity is not None:
self.set_opacity(opacity=remaining_opacity)
for part in self.get_parts_by_tex(tex):
part.set_opacity(opacity)
return self
def set_color_by_tex_to_color_map(self, texs_to_color_map, **kwargs):
for texs, color in list(texs_to_color_map.items()):
try:
# If the given key behaves like tex_strings
texs + ""
self.set_color_by_tex(texs, color, **kwargs)
except TypeError:
# If the given key is a tuple
for tex in texs:
self.set_color_by_tex(tex, color, **kwargs)
return self
def index_of_part(self, part):
split_self = self.split()
if part not in split_self:
raise ValueError("Trying to get index of part not in MathTex")
return split_self.index(part)
def index_of_part_by_tex(self, tex, **kwargs):
part = self.get_part_by_tex(tex, **kwargs)
return self.index_of_part(part)
def sort_alphabetically(self):
self.submobjects.sort(key=lambda m: m.get_tex_string())
class Tex(MathTex):
r"""A string compiled with LaTeX in normal mode.
Tests
-----
Check whether writing a LaTeX string works::
>>> Tex('The horse does not eat cucumber salad.') # doctest: +SKIP
Tex('The horse does not eat cucumber salad.')
"""
def __init__(
self, *tex_strings, arg_separator="", tex_environment="center", **kwargs
):
super().__init__(
*tex_strings,
arg_separator=arg_separator,
tex_environment=tex_environment,
**kwargs,
)
class BulletedList(Tex):
"""A bulleted list.
Examples
--------
.. manim:: BulletedListExample
:save_last_frame:
class BulletedListExample(Scene):
def construct(self):
blist = BulletedList("Item 1", "Item 2", "Item 3", height=2, width=2)
blist.set_color_by_tex("Item 1", RED)
blist.set_color_by_tex("Item 2", GREEN)
blist.set_color_by_tex("Item 3", BLUE)
self.add(blist)
"""
def __init__(
self,
*items,
buff=MED_LARGE_BUFF,
dot_scale_factor=2,
tex_environment=None,
**kwargs,
):
self.buff = buff
self.dot_scale_factor = dot_scale_factor
self.tex_environment = tex_environment
line_separated_items = [s + "\\\\" for s in items]
super().__init__(
*line_separated_items, tex_environment=tex_environment, **kwargs
)
for part in self:
dot = MathTex("\\cdot").scale(self.dot_scale_factor)
dot.next_to(part[0], LEFT, SMALL_BUFF)
part.add_to_back(dot)
self.arrange(DOWN, aligned_edge=LEFT, buff=self.buff)
def fade_all_but(self, index_or_string, opacity=0.5):
arg = index_or_string
if isinstance(arg, str):
part = self.get_part_by_tex(arg)
elif isinstance(arg, int):
part = self.submobjects[arg]
else:
raise TypeError(f"Expected int or string, got {arg}")
for other_part in self.submobjects:
if other_part is part:
other_part.set_fill(opacity=1)
else:
other_part.set_fill(opacity=opacity)
class Title(Tex):
"""A mobject representing an underlined title.
Examples
--------
.. manim:: TitleExample
:save_last_frame:
import manim
class TitleExample(Scene):
def construct(self):
banner = ManimBanner()
title = Title(f"Manim version {manim.__version__}")
self.add(banner, title)
"""
def __init__(
self,
*text_parts,
include_underline=True,
match_underline_width_to_text=False,
underline_buff=MED_SMALL_BUFF,
**kwargs,
):
self.include_underline = include_underline
self.match_underline_width_to_text = match_underline_width_to_text
self.underline_buff = underline_buff
super().__init__(*text_parts, **kwargs)
self.to_edge(UP)
if self.include_underline:
underline_width = config["frame_width"] - 2
underline = Line(LEFT, RIGHT)
underline.next_to(self, DOWN, buff=self.underline_buff)
if self.match_underline_width_to_text:
underline.match_width(self)
else:
underline.width = underline_width
self.add(underline)
self.underline = underline
|
manim_ManimCommunity/manim/mobject/opengl/opengl_point_cloud_mobject.py
|
from __future__ import annotations
__all__ = ["OpenGLPMobject", "OpenGLPGroup", "OpenGLPMPoint"]
import moderngl
import numpy as np
from manim.constants import *
from manim.mobject.opengl.opengl_mobject import OpenGLMobject
from manim.utils.bezier import interpolate
from manim.utils.color import BLACK, WHITE, YELLOW, color_gradient, color_to_rgba
from manim.utils.config_ops import _Uniforms
from manim.utils.iterables import resize_with_interpolation
__all__ = ["OpenGLPMobject", "OpenGLPGroup", "OpenGLPMPoint"]
class OpenGLPMobject(OpenGLMobject):
shader_folder = "true_dot"
# Scale for consistency with cairo units
OPENGL_POINT_RADIUS_SCALE_FACTOR = 0.01
shader_dtype = [
("point", np.float32, (3,)),
("color", np.float32, (4,)),
]
point_radius = _Uniforms()
def __init__(
self, stroke_width=2.0, color=YELLOW, render_primitive=moderngl.POINTS, **kwargs
):
self.stroke_width = stroke_width
super().__init__(color=color, render_primitive=render_primitive, **kwargs)
self.point_radius = (
self.stroke_width * OpenGLPMobject.OPENGL_POINT_RADIUS_SCALE_FACTOR
)
def reset_points(self):
self.rgbas = np.zeros((1, 4))
self.points = np.zeros((0, 3))
return self
def get_array_attrs(self):
return ["points", "rgbas"]
def add_points(self, points, rgbas=None, color=None, opacity=None):
"""Add points.
Points must be a Nx3 numpy array.
Rgbas must be a Nx4 numpy array if it is not None.
"""
if rgbas is None and color is None:
color = YELLOW
self.append_points(points)
# rgbas array will have been resized with points
if color is not None:
if opacity is None:
opacity = self.rgbas[-1, 3]
new_rgbas = np.repeat([color_to_rgba(color, opacity)], len(points), axis=0)
elif rgbas is not None:
new_rgbas = rgbas
elif len(rgbas) != len(points):
raise ValueError("points and rgbas must have same length")
self.rgbas = np.append(self.rgbas, new_rgbas, axis=0)
return self
def thin_out(self, factor=5):
"""
Removes all but every nth point for n = factor
"""
for mob in self.family_members_with_points():
num_points = mob.get_num_points()
def thin_func():
return np.arange(0, num_points, factor)
if len(mob.points) == len(mob.rgbas):
mob.set_rgba_array_direct(mob.rgbas[thin_func()])
mob.set_points(mob.points[thin_func()])
return self
def set_color_by_gradient(self, *colors):
self.rgbas = np.array(
list(map(color_to_rgba, color_gradient(*colors, self.get_num_points()))),
)
return self
def set_colors_by_radial_gradient(
self,
center=None,
radius=1,
inner_color=WHITE,
outer_color=BLACK,
):
start_rgba, end_rgba = list(map(color_to_rgba, [inner_color, outer_color]))
if center is None:
center = self.get_center()
for mob in self.family_members_with_points():
distances = np.abs(self.points - center)
alphas = np.linalg.norm(distances, axis=1) / radius
mob.rgbas = np.array(
np.array(
[interpolate(start_rgba, end_rgba, alpha) for alpha in alphas],
),
)
return self
def match_colors(self, pmobject):
self.rgbas[:] = resize_with_interpolation(pmobject.rgbas, self.get_num_points())
return self
def fade_to(self, color, alpha, family=True):
rgbas = interpolate(self.rgbas, color_to_rgba(color), alpha)
for mob in self.submobjects:
mob.fade_to(color, alpha, family)
self.set_rgba_array_direct(rgbas)
return self
def filter_out(self, condition):
for mob in self.family_members_with_points():
to_keep = ~np.apply_along_axis(condition, 1, mob.points)
for key in mob.data:
mob.data[key] = mob.data[key][to_keep]
return self
def sort_points(self, function=lambda p: p[0]):
"""
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.points))
for key in mob.data:
mob.data[key] = mob.data[key][indices]
return self
def ingest_submobjects(self):
for key in self.data:
self.data[key] = np.vstack([sm.data[key] for sm in self.get_family()])
return self
def point_from_proportion(self, alpha):
index = alpha * (self.get_num_points() - 1)
return self.points[int(index)]
def pointwise_become_partial(self, pmobject, a, b):
lower_index = int(a * pmobject.get_num_points())
upper_index = int(b * pmobject.get_num_points())
for key in self.data:
self.data[key] = pmobject.data[key][lower_index:upper_index]
return self
def get_shader_data(self):
shader_data = np.zeros(len(self.points), dtype=self.shader_dtype)
self.read_data_to_shader(shader_data, "point", "points")
self.read_data_to_shader(shader_data, "color", "rgbas")
return shader_data
@staticmethod
def get_mobject_type_class():
return OpenGLPMobject
class OpenGLPGroup(OpenGLPMobject):
def __init__(self, *pmobs, **kwargs):
if not all(isinstance(m, OpenGLPMobject) for m in pmobs):
raise Exception("All submobjects must be of type OpenglPMObject")
super().__init__(**kwargs)
self.add(*pmobs)
def fade_to(self, color, alpha, family=True):
if family:
for mob in self.submobjects:
mob.fade_to(color, alpha, family)
class OpenGLPMPoint(OpenGLPMobject):
def __init__(self, location=ORIGIN, stroke_width=4.0, **kwargs):
self.location = location
super().__init__(stroke_width=stroke_width, **kwargs)
def init_points(self):
self.points = np.array([self.location], dtype=np.float32)
|
manim_ManimCommunity/manim/mobject/opengl/__init__.py
| |
manim_ManimCommunity/manim/mobject/opengl/opengl_surface.py
|
from __future__ import annotations
from pathlib import Path
from typing import Iterable
import moderngl
import numpy as np
from PIL import Image
from manim.constants import *
from manim.mobject.opengl.opengl_mobject import OpenGLMobject
from manim.utils.bezier import integer_interpolate, interpolate
from manim.utils.color import *
from manim.utils.config_ops import _Data, _Uniforms
from manim.utils.deprecation import deprecated
from manim.utils.images import change_to_rgba_array, get_full_raster_image_path
from manim.utils.iterables import listify
from manim.utils.space_ops import normalize_along_axis
__all__ = ["OpenGLSurface", "OpenGLTexturedSurface"]
class OpenGLSurface(OpenGLMobject):
r"""Creates a Surface.
Parameters
----------
uv_func
The function that defines the surface.
u_range
The range of the ``u`` variable: ``(u_min, u_max)``.
v_range
The range of the ``v`` variable: ``(v_min, v_max)``.
resolution
The number of samples taken of the surface.
axes
Axes on which the surface is to be drawn. Optional
parameter used when coloring a surface by z-value.
color
Color of the surface. Defaults to grey.
colorscale
Colors of the surface. Optional parameter used when
coloring a surface by values. Passing a list of
colors and an axes will color the surface by z-value.
Passing a list of tuples in the form ``(color, pivot)``
allows user-defined pivots where the color transitions.
colorscale_axis
Defines the axis on which the colorscale is applied
(0 = x, 1 = y, 2 = z), default is z-axis (2).
opacity
Opacity of the surface from 0 being fully transparent
to 1 being fully opaque. Defaults to 1.
"""
shader_dtype = [
("point", np.float32, (3,)),
("du_point", np.float32, (3,)),
("dv_point", np.float32, (3,)),
("color", np.float32, (4,)),
]
shader_folder = "surface"
def __init__(
self,
uv_func=None,
u_range=None,
v_range=None,
# Resolution counts number of points sampled, which for
# each coordinate is one more than the the number of
# rows/columns of approximating squares
resolution=None,
axes=None,
color=GREY,
colorscale=None,
colorscale_axis=2,
opacity=1.0,
gloss=0.3,
shadow=0.4,
prefered_creation_axis=1,
# For du and dv steps. Much smaller and numerical error
# can crop up in the shaders.
epsilon=1e-5,
render_primitive=moderngl.TRIANGLES,
depth_test=True,
shader_folder=None,
**kwargs,
):
self.passed_uv_func = uv_func
self.u_range = u_range if u_range is not None else (0, 1)
self.v_range = v_range if v_range is not None else (0, 1)
# Resolution counts number of points sampled, which for
# each coordinate is one more than the the number of
# rows/columns of approximating squares
self.resolution = resolution if resolution is not None else (101, 101)
self.axes = axes
self.colorscale = colorscale
self.colorscale_axis = colorscale_axis
self.prefered_creation_axis = prefered_creation_axis
# For du and dv steps. Much smaller and numerical error
# can crop up in the shaders.
self.epsilon = epsilon
self.triangle_indices = None
super().__init__(
color=color,
opacity=opacity,
gloss=gloss,
shadow=shadow,
shader_folder=shader_folder if shader_folder is not None else "surface",
render_primitive=render_primitive,
depth_test=depth_test,
**kwargs,
)
self.compute_triangle_indices()
def uv_func(self, u, v):
# To be implemented in subclasses
if self.passed_uv_func:
return self.passed_uv_func(u, v)
return (u, v, 0.0)
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
point_lists = []
for du, dv in [(0, 0), (self.epsilon, 0), (0, self.epsilon)]:
uv_grid = np.array([[[u + du, v + dv] for v in v_range] for u in u_range])
point_grid = np.apply_along_axis(lambda p: self.uv_func(*p), 2, uv_grid)
point_lists.append(point_grid.reshape((nu * nv, dim)))
# Rather than tracking normal vectors, the points list will hold on to the
# infinitesimal nudged values alongside the original values. This way, one
# can perform all the manipulations they'd like to the surface, and normals
# are still easily recoverable.
self.set_points(np.vstack(point_lists))
def compute_triangle_indices(self):
# 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
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
def get_triangle_indices(self):
return self.triangle_indices
def get_surface_points_and_nudged_points(self):
points = self.points
k = len(points) // 3
return points[:k], points[k : 2 * k], points[2 * k :]
def get_unit_normals(self):
s_points, du_points, dv_points = self.get_surface_points_and_nudged_points()
normals = np.cross(
(du_points - s_points) / self.epsilon,
(dv_points - s_points) / self.epsilon,
)
return normalize_along_axis(normals, 1)
def pointwise_become_partial(self, smobject, a, b, axis=None):
assert isinstance(smobject, OpenGLSurface)
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.set_points(
np.vstack(
[
self.get_partial_points_array(
arr.copy(),
a,
b,
(nu, nv, 3),
axis=axis,
)
for arr in smobject.get_surface_points_and_nudged_points()
],
),
)
return self
def get_partial_points_array(self, points, a, b, resolution, axis):
if len(points) == 0:
return points
nu, nv = resolution[:2]
points = points.reshape(resolution)
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:]))
def sort_faces_back_to_front(self, vect=OUT):
tri_is = self.triangle_indices
indices = list(range(len(tri_is) // 3))
points = self.points
def index_dot(index):
return np.dot(points[tri_is[3 * index]], vect)
indices.sort(key=index_dot)
for k in range(3):
tri_is[k::3] = tri_is[k::3][indices]
return self
# For shaders
def get_shader_data(self):
"""Called by parent Mobject to calculate and return
the shader data.
Returns
-------
shader_dtype
An array containing the shader data (vertices and
color of each vertex)
"""
s_points, du_points, dv_points = self.get_surface_points_and_nudged_points()
shader_data = np.zeros(len(s_points), dtype=self.shader_dtype)
if "points" not in self.locked_data_keys:
shader_data["point"] = s_points
shader_data["du_point"] = du_points
shader_data["dv_point"] = dv_points
if self.colorscale:
if not hasattr(self, "color_by_val"):
self.color_by_val = self._get_color_by_value(s_points)
shader_data["color"] = self.color_by_val
else:
self.fill_in_shader_color_info(shader_data)
return shader_data
def fill_in_shader_color_info(self, shader_data):
"""Fills in the shader color data when the surface
is all one color.
Parameters
----------
shader_data
The vertices of the surface.
Returns
-------
shader_dtype
An array containing the shader data (vertices and
color of each vertex)
"""
self.read_data_to_shader(shader_data, "color", "rgbas")
return shader_data
def _get_color_by_value(self, s_points):
"""Matches each vertex to a color associated to it's z-value.
Parameters
----------
s_points
The vertices of the surface.
Returns
-------
List
A list of colors matching the vertex inputs.
"""
if type(self.colorscale[0]) in (list, tuple):
new_colors, pivots = [
[i for i, j in self.colorscale],
[j for i, j in self.colorscale],
]
else:
new_colors = self.colorscale
pivot_min = self.axes.z_range[0]
pivot_max = self.axes.z_range[1]
pivot_frequency = (pivot_max - pivot_min) / (len(new_colors) - 1)
pivots = np.arange(
start=pivot_min,
stop=pivot_max + pivot_frequency,
step=pivot_frequency,
)
return_colors = []
for point in s_points:
axis_value = self.axes.point_to_coords(point)[self.colorscale_axis]
if axis_value <= pivots[0]:
return_colors.append(color_to_rgba(new_colors[0], self.opacity))
elif axis_value >= pivots[-1]:
return_colors.append(color_to_rgba(new_colors[-1], self.opacity))
else:
for i, pivot in enumerate(pivots):
if pivot > axis_value:
color_index = (axis_value - pivots[i - 1]) / (
pivots[i] - pivots[i - 1]
)
color_index = max(min(color_index, 1), 0)
temp_color = interpolate_color(
new_colors[i - 1],
new_colors[i],
color_index,
)
break
return_colors.append(color_to_rgba(temp_color, self.opacity))
return return_colors
def get_shader_vert_indices(self):
return self.get_triangle_indices()
class OpenGLSurfaceGroup(OpenGLSurface):
def __init__(self, *parametric_surfaces, resolution=None, **kwargs):
self.resolution = (0, 0) if resolution is None else resolution
super().__init__(uv_func=None, **kwargs)
self.add(*parametric_surfaces)
def init_points(self):
pass # Needed?
class OpenGLTexturedSurface(OpenGLSurface):
shader_dtype = [
("point", np.float32, (3,)),
("du_point", np.float32, (3,)),
("dv_point", np.float32, (3,)),
("im_coords", np.float32, (2,)),
("opacity", np.float32, (1,)),
]
shader_folder = "textured_surface"
im_coords = _Data()
opacity = _Data()
num_textures = _Uniforms()
def __init__(
self,
uv_surface: OpenGLSurface,
image_file: str | Path,
dark_image_file: str | Path = None,
image_mode: str | Iterable[str] = "RGBA",
shader_folder: str | Path = None,
**kwargs,
):
self.uniforms = {}
if not isinstance(uv_surface, OpenGLSurface):
raise Exception("uv_surface must be of type OpenGLSurface")
if isinstance(image_file, np.ndarray):
image_file = change_to_rgba_array(image_file)
# Set texture information
if isinstance(image_mode, (str, Path)):
image_mode = [image_mode] * 2
image_mode_light, image_mode_dark = image_mode
texture_paths = {
"LightTexture": self.get_image_from_file(
image_file,
image_mode_light,
),
"DarkTexture": self.get_image_from_file(
dark_image_file or image_file,
image_mode_dark,
),
}
if dark_image_file:
self.num_textures = 2
self.uv_surface = uv_surface
self.uv_func = uv_surface.uv_func
self.u_range = uv_surface.u_range
self.v_range = uv_surface.v_range
self.resolution = uv_surface.resolution
self.gloss = self.uv_surface.gloss
super().__init__(texture_paths=texture_paths, **kwargs)
def get_image_from_file(
self,
image_file: str | Path,
image_mode: str,
):
image_file = get_full_raster_image_path(image_file)
return Image.open(image_file).convert(image_mode)
def init_data(self):
super().init_data()
self.im_coords = np.zeros((0, 2))
self.opacity = np.zeros((0, 1))
def init_points(self):
nu, nv = self.uv_surface.resolution
self.set_points(self.uv_surface.points)
self.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_colors(self):
self.opacity = np.array([self.uv_surface.rgbas[:, 3]])
def set_opacity(self, opacity, recurse=True):
for mob in self.get_family(recurse):
mob.opacity = np.array([[o] for o in listify(opacity)])
return self
def pointwise_become_partial(self, tsmobject, a, b, axis=1):
super().pointwise_become_partial(tsmobject, a, b, axis)
im_coords = self.im_coords
im_coords[:] = tsmobject.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
def fill_in_shader_color_info(self, shader_data):
self.read_data_to_shader(shader_data, "opacity", "opacity")
self.read_data_to_shader(shader_data, "im_coords", "im_coords")
return shader_data
|
manim_ManimCommunity/manim/mobject/opengl/opengl_three_dimensions.py
|
from __future__ import annotations
import numpy as np
from manim.mobject.opengl.opengl_surface import OpenGLSurface
from manim.mobject.opengl.opengl_vectorized_mobject import OpenGLVGroup, OpenGLVMobject
__all__ = ["OpenGLSurfaceMesh"]
class OpenGLSurfaceMesh(OpenGLVGroup):
def __init__(
self,
uv_surface,
resolution=None,
stroke_width=1,
normal_nudge=1e-2,
depth_test=True,
flat_stroke=False,
**kwargs,
):
if not isinstance(uv_surface, OpenGLSurface):
raise Exception("uv_surface must be of type OpenGLSurface")
self.uv_surface = uv_surface
self.resolution = resolution if resolution is not None else (21, 21)
self.normal_nudge = normal_nudge
super().__init__(
stroke_width=stroke_width,
depth_test=depth_test,
flat_stroke=flat_stroke,
**kwargs,
)
def init_points(self):
uv_surface = self.uv_surface
full_nu, full_nv = uv_surface.resolution
part_nu, part_nv = self.resolution
u_indices = np.linspace(0, full_nu, part_nu).astype(int)
v_indices = np.linspace(0, full_nv, part_nv).astype(int)
points, du_points, dv_points = uv_surface.get_surface_points_and_nudged_points()
normals = uv_surface.get_unit_normals()
nudged_points = points + self.normal_nudge * normals
for ui in u_indices:
path = OpenGLVMobject()
full_ui = full_nv * ui
path.set_points_smoothly(nudged_points[full_ui : full_ui + full_nv])
self.add(path)
for vi in v_indices:
path = OpenGLVMobject()
path.set_points_smoothly(nudged_points[vi::full_nv])
self.add(path)
|
manim_ManimCommunity/manim/mobject/opengl/opengl_image_mobject.py
|
from __future__ import annotations
__all__ = [
"OpenGLImageMobject",
]
from pathlib import Path
import numpy as np
from PIL import Image
from PIL.Image import Resampling
from manim.mobject.opengl.opengl_surface import OpenGLSurface, OpenGLTexturedSurface
from manim.utils.images import get_full_raster_image_path
__all__ = ["OpenGLImageMobject"]
class OpenGLImageMobject(OpenGLTexturedSurface):
def __init__(
self,
filename_or_array: str | Path | np.ndarray,
width: float = None,
height: float = None,
image_mode: str = "RGBA",
resampling_algorithm: int = Resampling.BICUBIC,
opacity: float = 1,
gloss: float = 0,
shadow: float = 0,
**kwargs,
):
self.image = filename_or_array
self.resampling_algorithm = resampling_algorithm
if isinstance(filename_or_array, np.ndarray):
self.size = self.image.shape[1::-1]
elif isinstance(filename_or_array, (str, Path)):
path = get_full_raster_image_path(filename_or_array)
self.size = Image.open(path).size
if width is None and height is None:
width = 4 * self.size[0] / self.size[1]
height = 4
if height is None:
height = width * self.size[1] / self.size[0]
if width is None:
width = height * self.size[0] / self.size[1]
surface = OpenGLSurface(
lambda u, v: np.array([u, v, 0]),
[-width / 2, width / 2],
[-height / 2, height / 2],
opacity=opacity,
gloss=gloss,
shadow=shadow,
)
super().__init__(
surface,
self.image,
image_mode=image_mode,
opacity=opacity,
gloss=gloss,
shadow=shadow,
**kwargs,
)
def get_image_from_file(
self,
image_file: str | Path | np.ndarray,
image_mode: str,
):
if isinstance(image_file, (str, Path)):
return super().get_image_from_file(image_file, image_mode)
else:
return (
Image.fromarray(image_file.astype("uint8"))
.convert(image_mode)
.resize(
np.array(image_file.shape[:2])
* 200, # assumption of 200 ppmu (pixels per manim unit) would suffice
resample=self.resampling_algorithm,
)
)
|
manim_ManimCommunity/manim/mobject/opengl/opengl_geometry.py
|
from __future__ import annotations
import numpy as np
from manim.constants import *
from manim.mobject.mobject import Mobject
from manim.mobject.opengl.opengl_vectorized_mobject import (
OpenGLDashedVMobject,
OpenGLVGroup,
OpenGLVMobject,
)
from manim.utils.color import *
from manim.utils.iterables import adjacent_n_tuples, adjacent_pairs
from manim.utils.simple_functions import clip
from manim.utils.space_ops import (
angle_between_vectors,
angle_of_vector,
compass_directions,
find_intersection,
normalize,
rotate_vector,
rotation_matrix_transpose,
)
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
__all__ = [
"OpenGLTipableVMobject",
"OpenGLArc",
"OpenGLArcBetweenPoints",
"OpenGLCurvedArrow",
"OpenGLCurvedDoubleArrow",
"OpenGLCircle",
"OpenGLDot",
"OpenGLEllipse",
"OpenGLAnnularSector",
"OpenGLSector",
"OpenGLAnnulus",
"OpenGLLine",
"OpenGLDashedLine",
"OpenGLTangentLine",
"OpenGLElbow",
"OpenGLArrow",
"OpenGLVector",
"OpenGLDoubleArrow",
"OpenGLCubicBezier",
"OpenGLPolygon",
"OpenGLRegularPolygon",
"OpenGLTriangle",
"OpenGLArrowTip",
]
class OpenGLTipableVMobject(OpenGLVMobject):
"""
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
"""
# Adding, Creating, Modifying tips
def __init__(
self,
tip_length=DEFAULT_ARROW_TIP_LENGTH,
normal_vector=OUT,
tip_config={},
**kwargs,
):
self.tip_length = tip_length
self.normal_vector = normal_vector
self.tip_config = tip_config
super().__init__(**kwargs)
def add_tip(self, at_start=False, **kwargs):
"""
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)
self.add(tip)
return self
def create_tip(self, at_start=False, **kwargs):
"""
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):
"""
Returns a tip that has been stylistically configured,
but has not yet been given a position in space.
"""
config = {}
config.update(self.tip_config)
config.update(kwargs)
return OpenGLArrowTip(**config)
def position_tip(self, tip, at_start=False):
# 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, at_start):
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, at_start):
if at_start:
self.start_tip = tip
else:
self.tip = tip
return self
# Checking for tips
def has_tip(self):
return hasattr(self, "tip") and self.tip in self
def has_start_tip(self):
return hasattr(self, "start_tip") and self.start_tip in self
# Getters
def pop_tips(self):
start, end = self.get_start_and_end()
result = OpenGLVGroup()
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):
"""
Returns a VGroup (collection of VMobjects) containing
the TipableVMObject instance's tips.
"""
result = OpenGLVGroup()
if hasattr(self, "tip"):
result.add(self.tip)
if hasattr(self, "start_tip"):
result.add(self.start_tip)
return result
def get_tip(self):
"""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):
return self.tip_length
def get_first_handle(self):
return self.points[1]
def get_last_handle(self):
return self.points[-2]
def get_end(self):
if self.has_tip():
return self.tip.get_start()
else:
return super().get_end()
def get_start(self):
if self.has_start_tip():
return self.start_tip.get_start()
else:
return super().get_start()
def get_length(self):
start, end = self.get_start_and_end()
return np.linalg.norm(start - end)
class OpenGLArc(OpenGLTipableVMobject):
def __init__(
self,
start_angle=0,
angle=TAU / 4,
radius=1.0,
n_components=8,
arc_center=ORIGIN,
**kwargs,
):
self.start_angle = start_angle
self.angle = angle
self.radius = radius
self.n_components = n_components
self.arc_center = arc_center
super().__init__(self, **kwargs)
self.orientation = -1
def init_points(self):
self.set_points(
OpenGLArc.create_quadratic_bezier_points(
angle=self.angle,
start_angle=self.start_angle,
n_components=self.n_components,
),
)
# To maintain proper orientation for fill shaders.
self.scale(self.radius, about_point=ORIGIN)
self.shift(self.arc_center)
@staticmethod
def create_quadratic_bezier_points(angle, start_angle=0, n_components=8):
samples = np.array(
[
[np.cos(a), np.sin(a), 0]
for a in np.linspace(
start_angle,
start_angle + angle,
2 * n_components + 1,
)
],
)
theta = angle / n_components
samples[1::2] /= np.cos(theta / 2)
points = np.zeros((3 * n_components, 3))
points[0::3] = samples[0:-1:2]
points[1::3] = samples[1::2]
points[2::3] = samples[2::2]
return points
def get_arc_center(self):
"""
Looks at the normals to the first two
anchors, and finds their intersection points
"""
# First two anchors and handles
a1, h, a2 = self.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):
angle = angle_of_vector(self.get_start() - self.get_arc_center())
return angle % TAU
def get_stop_angle(self):
angle = angle_of_vector(self.get_end() - self.get_arc_center())
return angle % TAU
def move_arc_center_to(self, point):
self.shift(point - self.get_arc_center())
return self
class OpenGLArcBetweenPoints(OpenGLArc):
def __init__(self, start, end, angle=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 OpenGLCurvedArrow(OpenGLArcBetweenPoints):
def __init__(self, start_point, end_point, **kwargs):
super().__init__(start_point, end_point, **kwargs)
self.add_tip()
class OpenGLCurvedDoubleArrow(OpenGLCurvedArrow):
def __init__(self, start_point, end_point, **kwargs):
super().__init__(start_point, end_point, **kwargs)
self.add_tip(at_start=True)
class OpenGLCircle(OpenGLArc):
def __init__(self, color=RED, **kwargs):
super().__init__(0, TAU, color=color, **kwargs)
def surround(self, mobject, dim_to_match=0, stretch=False, buff=MED_SMALL_BUFF):
# Ignores dim_to_match and stretch; result will always be a circle
# TODO: Perhaps create an ellipse class to handle singele-dimension stretching
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)
def point_at_angle(self, angle):
start_angle = self.get_start_angle()
return self.point_from_proportion((angle - start_angle) / TAU)
class OpenGLDot(OpenGLCircle):
def __init__(
self,
point=ORIGIN,
radius=DEFAULT_DOT_RADIUS,
stroke_width=0,
fill_opacity=1.0,
color=WHITE,
**kwargs,
):
super().__init__(
arc_center=point,
radius=radius,
stroke_width=stroke_width,
fill_opacity=fill_opacity,
color=color,
**kwargs,
)
class OpenGLEllipse(OpenGLCircle):
def __init__(self, width=2, height=1, **kwargs):
super().__init__(**kwargs)
self.set_width(width, stretch=True)
self.set_height(height, stretch=True)
class OpenGLAnnularSector(OpenGLArc):
def __init__(
self,
inner_radius=1,
outer_radius=2,
angle=TAU / 4,
start_angle=0,
fill_opacity=1,
stroke_width=0,
color=WHITE,
**kwargs,
):
self.inner_radius = inner_radius
self.outer_radius = outer_radius
super().__init__(
start_angle=start_angle,
angle=angle,
fill_opacity=fill_opacity,
stroke_width=stroke_width,
color=color,
**kwargs,
)
def init_points(self):
inner_arc, outer_arc = (
OpenGLArc(
start_angle=self.start_angle,
angle=self.angle,
radius=radius,
arc_center=self.arc_center,
)
for radius in (self.inner_radius, self.outer_radius)
)
outer_arc.reverse_points()
self.append_points(inner_arc.points)
self.add_line_to(outer_arc.points[0])
self.append_points(outer_arc.points)
self.add_line_to(inner_arc.points[0])
class OpenGLSector(OpenGLAnnularSector):
def __init__(self, outer_radius=1, inner_radius=0, **kwargs):
super().__init__(inner_radius=inner_radius, outer_radius=outer_radius, **kwargs)
class OpenGLAnnulus(OpenGLCircle):
def __init__(
self,
inner_radius=1,
outer_radius=2,
fill_opacity=1,
stroke_width=0,
color=WHITE,
mark_paths_closed=False,
**kwargs,
):
self.mark_paths_closed = mark_paths_closed # is this even used?
self.inner_radius = inner_radius
self.outer_radius = outer_radius
super().__init__(
fill_opacity=fill_opacity, stroke_width=stroke_width, color=color, **kwargs
)
def init_points(self):
self.radius = self.outer_radius
outer_circle = OpenGLCircle(radius=self.outer_radius)
inner_circle = OpenGLCircle(radius=self.inner_radius)
inner_circle.reverse_points()
self.append_points(outer_circle.points)
self.append_points(inner_circle.points)
self.shift(self.arc_center)
class OpenGLLine(OpenGLTipableVMobject):
def __init__(self, start=LEFT, end=RIGHT, buff=0, path_arc=0, **kwargs):
self.dim = 3
self.buff = buff
self.path_arc = path_arc
self.set_start_and_end_attrs(start, end)
super().__init__(**kwargs)
def init_points(self):
self.set_points_by_ends(self.start, self.end, self.buff, self.path_arc)
def set_points_by_ends(self, start, end, buff=0, path_arc=0):
if path_arc:
self.set_points(OpenGLArc.create_quadratic_bezier_points(path_arc))
self.put_start_and_end_on(start, end)
else:
self.set_points_as_corners([start, end])
self.account_for_buff(self.buff)
def set_path_arc(self, new_value):
self.path_arc = new_value
self.init_points()
def account_for_buff(self, buff):
if buff == 0:
return
#
if self.path_arc == 0:
length = self.get_length()
else:
length = self.get_arc_length()
#
if length < 2 * buff:
return
buff_prop = buff / length
self.pointwise_become_partial(self, buff_prop, 1 - buff_prop)
return self
def set_start_and_end_attrs(self, start, end):
# 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.buff * vect
self.end = self.pointify(end, -vect) - self.buff * vect
def pointify(self, mob_or_point, direction=None):
"""
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, end):
curr_start, curr_end = self.get_start_and_end()
if (curr_start == curr_end).all():
self.set_points_by_ends(start, end, self.path_arc)
return super().put_start_and_end_on(start, end)
def get_vector(self):
return self.get_end() - self.get_start()
def get_unit_vector(self):
return normalize(self.get_vector())
def get_angle(self):
return angle_of_vector(self.get_vector())
def get_projection(self, point):
"""
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):
return np.tan(self.get_angle())
def set_angle(self, angle, about_point=None):
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):
self.scale(length / self.get_length())
class OpenGLDashedLine(OpenGLLine):
def __init__(
self, *args, dash_length=DEFAULT_DASH_LENGTH, dashed_ratio=0.5, **kwargs
):
self.dashed_ratio = dashed_ratio
self.dash_length = dash_length
super().__init__(*args, **kwargs)
dashed_ratio = self.dashed_ratio
num_dashes = self.calculate_num_dashes(dashed_ratio)
dashes = OpenGLDashedVMobject(
self,
num_dashes=num_dashes,
dashed_ratio=dashed_ratio,
)
self.clear_points()
self.add(*dashes)
def calculate_num_dashes(self, dashed_ratio):
return max(
2,
int(np.ceil((self.get_length() / self.dash_length) * dashed_ratio)),
)
def get_start(self):
if len(self.submobjects) > 0:
return self.submobjects[0].get_start()
else:
return super().get_start()
def get_end(self):
if len(self.submobjects) > 0:
return self.submobjects[-1].get_end()
else:
return super().get_end()
def get_first_handle(self):
return self.submobjects[0].points[1]
def get_last_handle(self):
return self.submobjects[-1].points[-2]
class OpenGLTangentLine(OpenGLLine):
def __init__(self, vmob, alpha, length=1, d_alpha=1e-6, **kwargs):
self.length = length
self.d_alpha = d_alpha
da = self.d_alpha
a1 = clip(alpha - da, 0, 1)
a2 = clip(alpha + da, 0, 1)
super().__init__(vmob.pfp(a1), vmob.pfp(a2), **kwargs)
self.scale(self.length / self.get_length())
class OpenGLElbow(OpenGLVMobject):
def __init__(self, width=0.2, angle=0, **kwargs):
self.angle = angle
super().__init__(self, **kwargs)
self.set_points_as_corners([UP, UP + RIGHT, RIGHT])
self.set_width(width, about_point=ORIGIN)
self.rotate(self.angle, about_point=ORIGIN)
class OpenGLArrow(OpenGLLine):
def __init__(
self,
start=LEFT,
end=RIGHT,
path_arc=0,
fill_color=GREY_A,
fill_opacity=1,
stroke_width=0,
buff=MED_SMALL_BUFF,
thickness=0.05,
tip_width_ratio=5,
tip_angle=PI / 3,
max_tip_length_to_length_ratio=0.5,
max_width_to_length_ratio=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=start,
end=end,
buff=buff,
path_arc=path_arc,
fill_color=fill_color,
fill_opacity=fill_opacity,
stroke_width=stroke_width,
**kwargs,
)
def set_points_by_ends(self, start, end, buff=0, path_arc=0):
# Find the right tip length and thickness
vect = end - start
length = max(np.linalg.norm(vect), 1e-8)
thickness = self.thickness
w_ratio = self.max_width_to_length_ratio / (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 = self.max_tip_length_to_length_ratio / (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 = OpenGLArc.create_quadratic_bezier_points(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.points) - 1
self.add_line_to(tip_width * DOWN / 2)
self.add_line_to(points2[0])
# Close it out
self.append_points(points2)
self.add_line_to(points1[0])
if 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())
self.refresh_triangulation()
def reset_points_around_ends(self):
self.set_points_by_ends(
self.get_start(),
self.get_end(),
path_arc=self.path_arc,
)
return self
def get_start(self):
nppc = self.n_points_per_curve
points = self.points
return (points[0] + points[-nppc]) / 2
def get_end(self):
return self.points[self.tip_index]
def put_start_and_end_on(self, start, end):
self.set_points_by_ends(start, end, buff=0, path_arc=self.path_arc)
return self
def scale(self, *args, **kwargs):
super().scale(*args, **kwargs)
self.reset_points_around_ends()
return self
def set_thickness(self, thickness):
self.thickness = thickness
self.reset_points_around_ends()
return self
def set_path_arc(self, path_arc):
self.path_arc = path_arc
self.reset_points_around_ends()
return self
class OpenGLVector(OpenGLArrow):
def __init__(self, direction=RIGHT, buff=0, **kwargs):
self.buff = buff
if len(direction) == 2:
direction = np.hstack([direction, 0])
super().__init__(ORIGIN, direction, buff=buff, **kwargs)
class OpenGLDoubleArrow(OpenGLArrow):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.add_tip(at_start=True)
class OpenGLCubicBezier(OpenGLVMobject):
def __init__(self, a0, h0, h1, a1, **kwargs):
super().__init__(**kwargs)
self.add_cubic_bezier_curve(a0, h0, h1, a1)
class OpenGLPolygon(OpenGLVMobject):
def __init__(self, *vertices, **kwargs):
self.vertices = vertices
super().__init__(**kwargs)
def init_points(self):
verts = self.vertices
self.set_points_as_corners([*verts, verts[0]])
def get_vertices(self):
return self.get_start_anchors()
def round_corners(self, radius=0.5):
vertices = self.get_vertices()
arcs = []
for v1, v2, v3 in adjacent_n_tuples(vertices, 3):
vect1 = v2 - v1
vect2 = v3 - v2
unit_vect1 = normalize(vect1)
unit_vect2 = normalize(vect2)
angle = angle_between_vectors(vect1, vect2)
# Negative radius gives concave curves
angle *= np.sign(radius)
# Distance between vertex and start of the arc
cut_off_length = radius * np.tan(angle / 2)
# Determines counterclockwise vs. clockwise
sign = np.sign(np.cross(vect1, vect2)[2])
arc = OpenGLArcBetweenPoints(
v2 - unit_vect1 * cut_off_length,
v2 + unit_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.append_points(arc1.points)
line = OpenGLLine(arc1.get_end(), arc2.get_start())
# Make sure anchors are evenly distributed
len_ratio = line.get_length() / arc1.get_arc_length()
line.insert_n_curves(int(arc1.get_num_curves() * len_ratio))
self.append_points(line.points)
return self
class OpenGLRegularPolygon(OpenGLPolygon):
def __init__(self, n=6, start_angle=None, **kwargs):
self.start_angle = start_angle
if self.start_angle is None:
if n % 2 == 0:
self.start_angle = 0
else:
self.start_angle = 90 * DEGREES
start_vect = rotate_vector(RIGHT, self.start_angle)
vertices = compass_directions(n, start_vect)
super().__init__(*vertices, **kwargs)
class OpenGLTriangle(OpenGLRegularPolygon):
def __init__(self, **kwargs):
super().__init__(n=3, **kwargs)
class OpenGLArrowTip(OpenGLTriangle):
def __init__(
self,
fill_opacity=1,
fill_color=WHITE,
stroke_width=0,
width=DEFAULT_ARROW_TIP_WIDTH,
length=DEFAULT_ARROW_TIP_LENGTH,
angle=0,
**kwargs,
):
super().__init__(
start_angle=0,
fill_opacity=fill_opacity,
fill_color=fill_color,
stroke_width=stroke_width,
**kwargs,
)
self.set_width(width, stretch=True)
self.set_height(length, stretch=True)
def get_base(self):
return self.point_from_proportion(0.5)
def get_tip_point(self):
return self.points[0]
def get_vector(self):
return self.get_tip_point() - self.get_base()
def get_angle(self):
return angle_of_vector(self.get_vector())
def get_length(self):
return np.linalg.norm(self.get_vector())
class OpenGLRectangle(OpenGLPolygon):
def __init__(self, color=WHITE, width=4.0, height=2.0, **kwargs):
super().__init__(UR, UL, DL, DR, color=color, **kwargs)
self.set_width(width, stretch=True)
self.set_height(height, stretch=True)
class OpenGLSquare(OpenGLRectangle):
def __init__(self, side_length=2.0, **kwargs):
self.side_length = side_length
super().__init__(height=side_length, width=side_length, **kwargs)
class OpenGLRoundedRectangle(OpenGLRectangle):
def __init__(self, corner_radius=0.5, **kwargs):
self.corner_radius = corner_radius
super().__init__(**kwargs)
self.round_corners(self.corner_radius)
|
manim_ManimCommunity/manim/mobject/opengl/opengl_vectorized_mobject.py
|
from __future__ import annotations
import itertools as it
import operator as op
from functools import reduce, wraps
from typing import Callable, Iterable, Sequence
import moderngl
import numpy as np
from manim import config
from manim.constants import *
from manim.mobject.opengl.opengl_mobject import OpenGLMobject, OpenGLPoint
from manim.renderer.shader_wrapper import ShaderWrapper
from manim.utils.bezier import (
bezier,
get_quadratic_approximation_of_cubic,
get_smooth_cubic_bezier_handle_points,
integer_interpolate,
interpolate,
partial_quadratic_bezier_points,
proportions_along_bezier_curve_for_point,
quadratic_bezier_remap,
)
from manim.utils.color import BLACK, WHITE, ManimColor, ParsableManimColor
from manim.utils.config_ops import _Data
from manim.utils.iterables import listify, make_even, resize_with_interpolation
from manim.utils.space_ops import (
angle_between_vectors,
cross2d,
earclip_triangulation,
get_unit_normal,
shoelace_direction,
z_to_vector,
)
__all__ = [
"triggers_refreshed_triangulation",
"OpenGLVMobject",
"OpenGLVGroup",
"OpenGLVectorizedPoint",
"OpenGLCurvesAsSubmobjects",
"OpenGLDashedVMobject",
]
def triggers_refreshed_triangulation(func):
@wraps(func)
def wrapper(self, *args, **kwargs):
old_points = np.empty((0, 3))
for mob in self.family_members_with_points():
old_points = np.concatenate((old_points, mob.points), axis=0)
func(self, *args, **kwargs)
new_points = np.empty((0, 3))
for mob in self.family_members_with_points():
new_points = np.concatenate((new_points, mob.points), axis=0)
if not np.array_equal(new_points, old_points):
self.refresh_triangulation()
self.refresh_unit_normal()
return self
return wrapper
class OpenGLVMobject(OpenGLMobject):
"""A vectorized mobject."""
fill_dtype = [
("point", np.float32, (3,)),
("unit_normal", np.float32, (3,)),
("color", np.float32, (4,)),
("vert_index", np.float32, (1,)),
]
stroke_dtype = [
("point", np.float32, (3,)),
("prev_point", np.float32, (3,)),
("next_point", np.float32, (3,)),
("unit_normal", np.float32, (3,)),
("stroke_width", np.float32, (1,)),
("color", np.float32, (4,)),
]
stroke_shader_folder = "quadratic_bezier_stroke"
fill_shader_folder = "quadratic_bezier_fill"
fill_rgba = _Data()
stroke_rgba = _Data()
stroke_width = _Data()
unit_normal = _Data()
def __init__(
self,
fill_color: ParsableManimColor | None = None,
fill_opacity: float = 0.0,
stroke_color: ParsableManimColor | None = None,
stroke_opacity: float = 1.0,
stroke_width: float = DEFAULT_STROKE_WIDTH,
draw_stroke_behind_fill: bool = False,
# Indicates that it will not be displayed, but
# that it should count in parent mobject's path
pre_function_handle_to_anchor_scale_factor: float = 0.01,
make_smooth_after_applying_functions: float = False,
background_image_file: str | None = None,
# This is within a pixel
# TODO, do we care about accounting for
# varying zoom levels?
tolerance_for_point_equality: float = 1e-8,
n_points_per_curve: int = 3,
long_lines: bool = False,
should_subdivide_sharp_curves: bool = False,
should_remove_null_curves: bool = False,
# Could also be "bevel", "miter", "round"
joint_type: LineJointType | None = None,
flat_stroke: bool = True,
render_primitive=moderngl.TRIANGLES,
triangulation_locked: bool = False,
**kwargs,
):
self.data = {}
self.fill_opacity = fill_opacity
self.stroke_opacity = stroke_opacity
self.stroke_width = stroke_width
self.draw_stroke_behind_fill = draw_stroke_behind_fill
# Indicates that it will not be displayed, but
# that it should count in parent mobject's path
self.pre_function_handle_to_anchor_scale_factor = (
pre_function_handle_to_anchor_scale_factor
)
self.make_smooth_after_applying_functions = make_smooth_after_applying_functions
self.background_image_file = background_image_file
# This is within a pixel
# TODO, do we care about accounting for
# varying zoom levels?
self.tolerance_for_point_equality = tolerance_for_point_equality
self.n_points_per_curve = n_points_per_curve
self.long_lines = long_lines
self.should_subdivide_sharp_curves = should_subdivide_sharp_curves
self.should_remove_null_curves = should_remove_null_curves
if joint_type is None:
joint_type = LineJointType.AUTO
self.joint_type = joint_type
self.flat_stroke = flat_stroke
self.render_primitive = render_primitive
self.triangulation_locked = triangulation_locked
self.needs_new_triangulation = True
self.triangulation = np.zeros(0, dtype="i4")
self.orientation = 1
self.fill_data = None
self.stroke_data = None
self.fill_shader_wrapper = None
self.stroke_shader_wrapper = None
self.init_shader_data()
super().__init__(**kwargs)
self.refresh_unit_normal()
if fill_color is not None:
self.fill_color = ManimColor.parse(fill_color)
if stroke_color is not None:
self.stroke_color = ManimColor.parse(stroke_color)
def get_group_class(self):
return OpenGLVGroup
@staticmethod
def get_mobject_type_class():
return OpenGLVMobject
def init_data(self):
super().init_data()
self.data.pop("rgbas")
self.fill_rgba = np.zeros((1, 4))
self.stroke_rgba = np.zeros((1, 4))
self.unit_normal = np.zeros((1, 3))
# stroke_width belongs to self.data, but is defined through init_colors+set_stroke
# Colors
def init_colors(self):
self.set_fill(
color=self.fill_color or self.color,
opacity=self.fill_opacity,
)
self.set_stroke(
color=self.stroke_color or self.color,
width=self.stroke_width,
opacity=self.stroke_opacity,
background=self.draw_stroke_behind_fill,
)
self.set_gloss(self.gloss)
self.set_flat_stroke(self.flat_stroke)
return self
def set_fill(
self,
color: ParsableManimColor | None = None,
opacity: float | None = None,
recurse: bool = True,
) -> OpenGLVMobject:
"""Set the fill color and fill opacity of a :class:`OpenGLVMobject`.
Parameters
----------
color
Fill color of the :class:`OpenGLVMobject`.
opacity
Fill opacity of the :class:`OpenGLVMobject`.
recurse
If ``True``, the fill color of all submobjects is also set.
Returns
-------
OpenGLVMobject
self. For chaining purposes.
Examples
--------
.. manim:: SetFill
:save_last_frame:
class SetFill(Scene):
def construct(self):
square = Square().scale(2).set_fill(WHITE,1)
circle1 = Circle().set_fill(GREEN,0.8)
circle2 = Circle().set_fill(YELLOW) # No fill_opacity
circle3 = Circle().set_fill(color = '#FF2135', opacity = 0.2)
group = Group(circle1,circle2,circle3).arrange()
self.add(square)
self.add(group)
See Also
--------
:meth:`~.OpenGLVMobject.set_style`
"""
if opacity is not None:
self.fill_opacity = opacity
if recurse:
for submobject in self.submobjects:
submobject.set_fill(color, opacity, recurse)
self.set_rgba_array(color, opacity, "fill_rgba", recurse)
return self
def set_stroke(
self,
color=None,
width=None,
opacity=None,
background=None,
recurse=True,
):
if opacity is not None:
self.stroke_opacity = opacity
if recurse:
for submobject in self.submobjects:
submobject.set_stroke(
color=color,
width=width,
opacity=opacity,
background=background,
recurse=recurse,
)
self.set_rgba_array(color, opacity, "stroke_rgba", recurse)
if width is not None:
for mob in self.get_family(recurse):
mob.stroke_width = np.array([[width] for width in listify(width)])
if background is not None:
for mob in self.get_family(recurse):
mob.draw_stroke_behind_fill = background
return self
def set_style(
self,
fill_color=None,
fill_opacity=None,
fill_rgba=None,
stroke_color=None,
stroke_opacity=None,
stroke_rgba=None,
stroke_width=None,
gloss=None,
shadow=None,
recurse=True,
):
if fill_rgba is not None:
self.fill_rgba = resize_with_interpolation(fill_rgba, len(fill_rgba))
else:
self.set_fill(color=fill_color, opacity=fill_opacity, recurse=recurse)
if stroke_rgba is not None:
self.stroke_rgba = resize_with_interpolation(stroke_rgba, len(fill_rgba))
self.set_stroke(width=stroke_width)
else:
self.set_stroke(
color=stroke_color,
width=stroke_width,
opacity=stroke_opacity,
recurse=recurse,
)
if gloss is not None:
self.set_gloss(gloss, recurse=recurse)
if shadow is not None:
self.set_shadow(shadow, recurse=recurse)
return self
def get_style(self):
return {
"fill_rgba": self.fill_rgba,
"stroke_rgba": self.stroke_rgba,
"stroke_width": self.stroke_width,
"gloss": self.gloss,
"shadow": self.shadow,
}
def match_style(self, vmobject, recurse=True):
vmobject_style = vmobject.get_style()
if config.renderer == RendererType.OPENGL:
vmobject_style["stroke_width"] = vmobject_style["stroke_width"][0][0]
self.set_style(**vmobject_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, opacity=None, recurse=True):
if opacity is not None:
self.opacity = opacity
self.set_fill(color, opacity=opacity, recurse=recurse)
self.set_stroke(color, opacity=opacity, recurse=recurse)
return self
def set_opacity(self, opacity, recurse=True):
self.set_fill(opacity=opacity, recurse=recurse)
self.set_stroke(opacity=opacity, recurse=recurse)
return self
def fade(self, darkness=0.5, recurse=True):
factor = 1.0 - darkness
self.set_fill(
opacity=factor * self.get_fill_opacity(),
recurse=False,
)
self.set_stroke(
opacity=factor * self.get_stroke_opacity(),
recurse=False,
)
super().fade(darkness, recurse)
return self
# Todo im not quite sure why we are doing this
def get_fill_colors(self):
return [ManimColor.from_rgb(rgba[:3]) for rgba in self.fill_rgba]
def get_fill_opacities(self):
return self.fill_rgba[:, 3]
def get_stroke_colors(self):
return [ManimColor.from_rgb(rgba[:3]) for rgba in self.stroke_rgba]
def get_stroke_opacities(self):
return self.stroke_rgba[:, 3]
def get_stroke_widths(self):
return self.stroke_width
# TODO, it's weird for these to return the first of various lists
# rather than the full information
def get_fill_color(self):
"""
If there are multiple colors (for gradient)
this returns the first one
"""
return self.get_fill_colors()[0]
def get_fill_opacity(self):
"""
If there are multiple opacities, this returns the
first
"""
return self.get_fill_opacities()[0]
def get_stroke_color(self):
return self.get_stroke_colors()[0]
def get_stroke_width(self):
return self.get_stroke_widths()[0]
def get_stroke_opacity(self):
return self.get_stroke_opacities()[0]
def get_color(self):
if self.has_stroke():
return self.get_stroke_color()
return self.get_fill_color()
def get_colors(self):
if self.has_stroke():
return self.get_stroke_colors()
return self.get_fill_colors()
stroke_color = property(get_stroke_color, set_stroke)
color = property(get_color, set_color)
fill_color = property(get_fill_color, set_fill)
def has_stroke(self):
stroke_widths = self.get_stroke_widths()
stroke_opacities = self.get_stroke_opacities()
return (
stroke_widths is not None
and stroke_opacities is not None
and any(stroke_widths)
and any(stroke_opacities)
)
def has_fill(self):
fill_opacities = self.get_fill_opacities()
return fill_opacities is not None and any(fill_opacities)
def get_opacity(self):
if self.has_fill():
return self.get_fill_opacity()
return self.get_stroke_opacity()
def set_flat_stroke(self, flat_stroke=True, recurse=True):
for mob in self.get_family(recurse):
mob.flat_stroke = flat_stroke
return self
def get_flat_stroke(self):
return self.flat_stroke
# Points
def set_anchors_and_handles(self, anchors1, handles, anchors2):
assert len(anchors1) == len(handles) == len(anchors2)
nppc = self.n_points_per_curve
new_points = np.zeros((nppc * len(anchors1), self.dim))
arrays = [anchors1, handles, anchors2]
for index, array in enumerate(arrays):
new_points[index::nppc] = array
self.set_points(new_points)
return self
def start_new_path(self, point):
assert self.get_num_points() % self.n_points_per_curve == 0
self.append_points([point])
return self
def add_cubic_bezier_curve(self, anchor1, handle1, handle2, anchor2):
new_points = get_quadratic_approximation_of_cubic(
anchor1,
handle1,
handle2,
anchor2,
)
self.append_points(new_points)
def add_cubic_bezier_curve_to(self, handle1, handle2, anchor):
"""
Add cubic bezier curve to the path.
"""
self.throw_error_if_no_points()
quadratic_approx = get_quadratic_approximation_of_cubic(
self.get_last_point(),
handle1,
handle2,
anchor,
)
if self.has_new_path_started():
self.append_points(quadratic_approx[1:])
else:
self.append_points(quadratic_approx)
def add_quadratic_bezier_curve_to(self, handle, anchor):
self.throw_error_if_no_points()
if self.has_new_path_started():
self.append_points([handle, anchor])
else:
self.append_points([self.get_last_point(), handle, anchor])
def add_line_to(self, point: Sequence[float]) -> OpenGLVMobject:
"""Add a straight line from the last point of OpenGLVMobject to the given point.
Parameters
----------
point
end of the straight line.
"""
end = self.points[-1]
alphas = np.linspace(0, 1, self.n_points_per_curve)
if self.long_lines:
halfway = interpolate(end, point, 0.5)
points = [interpolate(end, halfway, a) for a in alphas] + [
interpolate(halfway, point, a) for a in alphas
]
else:
points = [interpolate(end, point, a) for a in alphas]
if self.has_new_path_started():
points = points[1:]
self.append_points(points)
return self
def add_smooth_curve_to(self, point):
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, point):
self.throw_error_if_no_points()
new_handle = self.get_reflection_of_last_handle()
self.add_cubic_bezier_curve_to(new_handle, handle, point)
def has_new_path_started(self):
return self.get_num_points() % self.n_points_per_curve == 1
def get_last_point(self):
return self.points[-1]
def get_reflection_of_last_handle(self):
points = self.points
return 2 * points[-1] - points[-2]
def close_path(self):
if not self.is_closed():
self.add_line_to(self.get_subpaths()[-1][0])
def is_closed(self):
return self.consider_points_equals(self.points[0], self.points[-1])
def subdivide_sharp_curves(self, angle_threshold=30 * DEGREES, recurse=True):
vmobs = [vm for vm in self.get_family(recurse) if vm.has_points()]
for vmob in vmobs:
new_points = []
for tup in vmob.get_bezier_tuples():
angle = angle_between_vectors(tup[1] - tup[0], tup[2] - tup[1])
if angle > angle_threshold:
n = int(np.ceil(angle / angle_threshold))
alphas = np.linspace(0, 1, n + 1)
new_points.extend(
[
partial_quadratic_bezier_points(tup, a1, a2)
for a1, a2 in zip(alphas, alphas[1:])
],
)
else:
new_points.append(tup)
vmob.set_points(np.vstack(new_points))
return self
def add_points_as_corners(self, points):
for point in points:
self.add_line_to(point)
return points
def set_points_as_corners(self, points: Iterable[float]) -> OpenGLVMobject:
"""Given an array of points, set them as corner of the vmobject.
To achieve that, this algorithm sets handles aligned with the anchors such that the resultant bezier curve will be the segment
between the two anchors.
Parameters
----------
points
Array of points that will be set as corners.
Returns
-------
OpenGLVMobject
self. For chaining purposes.
"""
nppc = self.n_points_per_curve
points = np.array(points)
self.set_anchors_and_handles(
*(interpolate(points[:-1], points[1:], a) for a in np.linspace(0, 1, nppc))
)
return self
def set_points_smoothly(self, points, true_smooth=False):
self.set_points_as_corners(points)
self.make_smooth()
return self
def change_anchor_mode(self, mode):
"""Changes the anchor mode of the bezier curves. This will modify the handles.
There can be only three modes, "jagged", "approx_smooth" and "true_smooth".
Returns
-------
OpenGLVMobject
For chaining purposes.
"""
assert mode in ("jagged", "approx_smooth", "true_smooth")
nppc = self.n_points_per_curve
for submob in self.family_members_with_points():
subpaths = submob.get_subpaths()
submob.clear_points()
for subpath in subpaths:
anchors = np.vstack([subpath[::nppc], subpath[-1:]])
new_subpath = np.array(subpath)
if mode == "approx_smooth":
# TODO: get_smooth_quadratic_bezier_handle_points is not defined
new_subpath[1::nppc] = get_smooth_quadratic_bezier_handle_points(
anchors,
)
elif mode == "true_smooth":
h1, h2 = get_smooth_cubic_bezier_handle_points(anchors)
new_subpath = get_quadratic_approximation_of_cubic(
anchors[:-1],
h1,
h2,
anchors[1:],
)
elif mode == "jagged":
new_subpath[1::nppc] = 0.5 * (anchors[:-1] + anchors[1:])
submob.append_points(new_subpath)
submob.refresh_triangulation()
return self
def make_smooth(self):
"""
This will double the number of points in the mobject,
so should not be called repeatedly. It also means
transforming between states before and after calling
this might have strange artifacts
"""
self.change_anchor_mode("true_smooth")
return self
def make_approximately_smooth(self):
"""
Unlike make_smooth, this will not change the number of
points, but it also does not result in a perfectly smooth
curve. It's most useful when the points have been
sampled at a not-too-low rate from a continuous function,
as in the case of ParametricCurve
"""
self.change_anchor_mode("approx_smooth")
return self
def make_jagged(self):
self.change_anchor_mode("jagged")
return self
def add_subpath(self, points):
assert len(points) % self.n_points_per_curve == 0
self.append_points(points)
return self
def append_vectorized_mobject(self, vectorized_mobject):
new_points = list(vectorized_mobject.points)
if self.has_new_path_started():
# Remove last point, which is starting
# a new path
self.resize_data(len(self.points - 1))
self.append_points(new_points)
return self
#
def consider_points_equals(self, p0, p1):
return np.linalg.norm(p1 - p0) < self.tolerance_for_point_equality
# Information about the curve
def force_direction(self, target_direction: str):
"""Makes sure that points are either directed clockwise or
counterclockwise.
Parameters
----------
target_direction
Either ``"CW"`` or ``"CCW"``.
"""
if target_direction not in ("CW", "CCW"):
raise ValueError('Invalid input for force_direction. Use "CW" or "CCW"')
if self.get_direction() != target_direction:
self.reverse_points()
return self
def reverse_direction(self):
"""Reverts the point direction by inverting the point order.
Returns
-------
:class:`OpenGLVMobject`
Returns self.
Examples
--------
.. manim:: ChangeOfDirection
class ChangeOfDirection(Scene):
def construct(self):
ccw = RegularPolygon(5)
ccw.shift(LEFT)
cw = RegularPolygon(5)
cw.shift(RIGHT).reverse_direction()
self.play(Create(ccw), Create(cw),
run_time=4)
"""
self.set_points(self.points[::-1])
return self
def get_bezier_tuples_from_points(self, points):
nppc = self.n_points_per_curve
remainder = len(points) % nppc
points = points[: len(points) - remainder]
return points.reshape((-1, nppc, 3))
def get_bezier_tuples(self):
return self.get_bezier_tuples_from_points(self.points)
def get_subpaths_from_points(self, points):
nppc = self.n_points_per_curve
diffs = points[nppc - 1 : -1 : nppc] - points[nppc::nppc]
splits = (diffs * diffs).sum(1) > self.tolerance_for_point_equality
split_indices = np.arange(nppc, len(points), nppc, dtype=int)[splits]
# split_indices = filter(
# lambda n: not self.consider_points_equals(points[n - 1], points[n]),
# range(nppc, len(points), nppc)
# )
split_indices = [0, *split_indices, len(points)]
return [
points[i1:i2]
for i1, i2 in zip(split_indices, split_indices[1:])
if (i2 - i1) >= nppc
]
def get_subpaths(self):
"""Returns subpaths formed by the curves of the OpenGLVMobject.
Subpaths are ranges of curves with each pair of consecutive
curves having their end/start points coincident.
Returns
-------
Tuple
subpaths.
"""
return self.get_subpaths_from_points(self.points)
def get_nth_curve_points(self, n: int) -> np.ndarray:
"""Returns the points defining the nth curve of the vmobject.
Parameters
----------
n
index of the desired bezier curve.
Returns
-------
np.ndarray
points defininf the nth bezier curve (anchors, handles)
"""
assert n < self.get_num_curves()
nppc = self.n_points_per_curve
return self.points[nppc * n : nppc * (n + 1)]
def get_nth_curve_function(self, n: int) -> Callable[[float], np.ndarray]:
"""Returns the expression of the nth curve.
Parameters
----------
n
index of the desired curve.
Returns
-------
typing.Callable[float]
expression of the nth bezier curve.
"""
return bezier(self.get_nth_curve_points(n))
def get_nth_curve_function_with_length(
self,
n: int,
sample_points: int | None = None,
) -> tuple[Callable[[float], np.ndarray], float]:
"""Returns the expression of the nth curve along with its (approximate) length.
Parameters
----------
n
The index of the desired curve.
sample_points
The number of points to sample to find the length.
Returns
-------
curve : Callable[[float], np.ndarray]
The function for the nth curve.
length : :class:`float`
The length of the nth curve.
"""
if sample_points is None:
sample_points = 10
curve = self.get_nth_curve_function(n)
norms = self.get_nth_curve_length_pieces(n, sample_points)
length = np.sum(norms)
return curve, length
def get_num_curves(self) -> int:
"""Returns the number of curves of the vmobject.
Returns
-------
int
number of curves. of the vmobject.
"""
return self.get_num_points() // self.n_points_per_curve
def get_nth_curve_length(
self,
n: int,
sample_points: int | None = None,
) -> float:
"""Returns the (approximate) length of the nth curve.
Parameters
----------
n
The index of the desired curve.
sample_points
The number of points to sample to find the length.
Returns
-------
length : :class:`float`
The length of the nth curve.
"""
_, length = self.get_nth_curve_function_with_length(n, sample_points)
return length
def get_curve_functions(
self,
) -> Iterable[Callable[[float], np.ndarray]]:
"""Gets the functions for the curves of the mobject.
Returns
-------
Iterable[Callable[[float], np.ndarray]]
The functions for the curves.
"""
num_curves = self.get_num_curves()
for n in range(num_curves):
yield self.get_nth_curve_function(n)
def get_nth_curve_length_pieces(
self,
n: int,
sample_points: int | None = None,
) -> np.ndarray:
"""Returns the array of short line lengths used for length approximation.
Parameters
----------
n
The index of the desired curve.
sample_points
The number of points to sample to find the length.
Returns
-------
np.ndarray
The short length-pieces of the nth curve.
"""
if sample_points is None:
sample_points = 10
curve = self.get_nth_curve_function(n)
points = np.array([curve(a) for a in np.linspace(0, 1, sample_points)])
diffs = points[1:] - points[:-1]
norms = np.apply_along_axis(np.linalg.norm, 1, diffs)
return norms
def get_curve_functions_with_lengths(
self, **kwargs
) -> Iterable[tuple[Callable[[float], np.ndarray], float]]:
"""Gets the functions and lengths of the curves for the mobject.
Parameters
----------
**kwargs
The keyword arguments passed to :meth:`get_nth_curve_function_with_length`
Returns
-------
Iterable[Tuple[Callable[[float], np.ndarray], float]]
The functions and lengths of the curves.
"""
num_curves = self.get_num_curves()
for n in range(num_curves):
yield self.get_nth_curve_function_with_length(n, **kwargs)
def point_from_proportion(self, alpha: float) -> np.ndarray:
"""Gets the point at a proportion along the path of the :class:`OpenGLVMobject`.
Parameters
----------
alpha
The proportion along the the path of the :class:`OpenGLVMobject`.
Returns
-------
:class:`numpy.ndarray`
The point on the :class:`OpenGLVMobject`.
Raises
------
:exc:`ValueError`
If ``alpha`` is not between 0 and 1.
:exc:`Exception`
If the :class:`OpenGLVMobject` has no points.
"""
if alpha < 0 or alpha > 1:
raise ValueError(f"Alpha {alpha} not between 0 and 1.")
self.throw_error_if_no_points()
if alpha == 1:
return self.points[-1]
curves_and_lengths = tuple(self.get_curve_functions_with_lengths())
target_length = alpha * np.sum(
np.fromiter((length for _, length in curves_and_lengths), dtype=np.float64)
)
current_length = 0
for curve, length in curves_and_lengths:
if current_length + length >= target_length:
if length != 0:
residue = (target_length - current_length) / length
else:
residue = 0
return curve(residue)
current_length += length
def proportion_from_point(
self,
point: Iterable[float | int],
) -> float:
"""Returns the proportion along the path of the :class:`OpenGLVMobject`
a particular given point is at.
Parameters
----------
point
The Cartesian coordinates of the point which may or may not lie on the :class:`OpenGLVMobject`
Returns
-------
float
The proportion along the path of the :class:`OpenGLVMobject`.
Raises
------
:exc:`ValueError`
If ``point`` does not lie on the curve.
:exc:`Exception`
If the :class:`OpenGLVMobject` has no points.
"""
self.throw_error_if_no_points()
# Iterate over each bezier curve that the ``VMobject`` is composed of, checking
# if the point lies on that curve. If it does not lie on that curve, add
# the whole length of the curve to ``target_length`` and move onto the next
# curve. If the point does lie on the curve, add how far along the curve
# the point is to ``target_length``.
# Then, divide ``target_length`` by the total arc length of the shape to get
# the proportion along the ``VMobject`` the point is at.
num_curves = self.get_num_curves()
total_length = self.get_arc_length()
target_length = 0
for n in range(num_curves):
control_points = self.get_nth_curve_points(n)
length = self.get_nth_curve_length(n)
proportions_along_bezier = proportions_along_bezier_curve_for_point(
point,
control_points,
)
if len(proportions_along_bezier) > 0:
proportion_along_nth_curve = max(proportions_along_bezier)
target_length += length * proportion_along_nth_curve
break
target_length += length
else:
raise ValueError(f"Point {point} does not lie on this curve.")
alpha = target_length / total_length
return alpha
def get_anchors_and_handles(self):
"""
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))
"""
nppc = self.n_points_per_curve
points = self.points
return [points[i::nppc] for i in range(nppc)]
def get_start_anchors(self) -> np.ndarray:
"""Returns the start anchors of the bezier curves.
Returns
-------
np.ndarray
Starting anchors
"""
return self.points[0 :: self.n_points_per_curve]
def get_end_anchors(self) -> np.ndarray:
"""Return the starting anchors of the bezier curves.
Returns
-------
np.ndarray
Starting anchors
"""
nppc = self.n_points_per_curve
return self.points[nppc - 1 :: nppc]
def get_anchors(self) -> np.ndarray:
"""Returns the anchors of the curves forming the OpenGLVMobject.
Returns
-------
np.ndarray
The anchors.
"""
points = self.points
if len(points) == 1:
return points
return np.array(
list(
it.chain(
*zip(
self.get_start_anchors(),
self.get_end_anchors(),
)
),
),
)
def get_points_without_null_curves(self, atol=1e-9):
nppc = self.n_points_per_curve
points = self.points
distinct_curves = reduce(
op.or_,
[
(abs(points[i::nppc] - points[0::nppc]) > atol).any(1)
for i in range(1, nppc)
],
)
return points[distinct_curves.repeat(nppc)]
def get_arc_length(self, sample_points_per_curve: int | None = None) -> float:
"""Return the approximated length of the whole curve.
Parameters
----------
sample_points_per_curve
Number of sample points per curve used to approximate the length. More points result in a better approximation.
Returns
-------
float
The length of the :class:`OpenGLVMobject`.
"""
return np.sum(
length
for _, length in self.get_curve_functions_with_lengths(
sample_points=sample_points_per_curve,
)
)
def get_area_vector(self):
# 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)
nppc = self.n_points_per_curve
points = self.points
p0 = points[0::nppc]
p1 = points[nppc - 1 :: nppc]
# Each term goes through all edges [(x1, y1, z1), (x2, y2, z2)]
return 0.5 * np.array(
[
sum(
(p0[:, 1] + p1[:, 1]) * (p1[:, 2] - p0[:, 2]),
), # Add up (y1 + y2)*(z2 - z1)
sum(
(p0[:, 2] + p1[:, 2]) * (p1[:, 0] - p0[:, 0]),
), # Add up (z1 + z2)*(x2 - x1)
sum(
(p0[:, 0] + p1[:, 0]) * (p1[:, 1] - p0[:, 1]),
), # Add up (x1 + x2)*(y2 - y1)
],
)
def get_direction(self):
"""Uses :func:`~.space_ops.shoelace_direction` to calculate the direction.
The direction of points determines in which direction the
object is drawn, clockwise or counterclockwise.
Examples
--------
The default direction of a :class:`~.Circle` is counterclockwise::
>>> from manim import Circle
>>> Circle().get_direction()
'CCW'
Returns
-------
:class:`str`
Either ``"CW"`` or ``"CCW"``.
"""
return shoelace_direction(self.get_start_anchors())
def get_unit_normal(self, recompute=False):
if not recompute:
return self.unit_normal[0]
if len(self.points) < 3:
return OUT
area_vect = self.get_area_vector()
area = np.linalg.norm(area_vect)
if area > 0:
return area_vect / area
else:
points = self.points
return get_unit_normal(
points[1] - points[0],
points[2] - points[1],
)
def refresh_unit_normal(self):
for mob in self.get_family():
mob.unit_normal[:] = mob.get_unit_normal(recompute=True)
return self
# Alignment
def align_points(self, vmobject):
# TODO: This shortcut can be a bit over eager. What if they have the same length, but different subpath lengths?
if self.get_num_points() == len(vmobject.points):
return
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())
# If there's only one point, turn it into
# a null curve
if mob.has_new_path_started():
mob.add_line_to(mob.points[0])
# Figure out what the subpaths are, and align
subpaths1 = self.get_subpaths()
subpaths2 = vmobject.get_subpaths()
n_subpaths = max(len(subpaths1), len(subpaths2))
# Start building new ones
new_subpaths1 = []
new_subpaths2 = []
nppc = self.n_points_per_curve
def get_nth_subpath(path_list, n):
if n >= len(path_list):
# Create a null path at the very end
return [path_list[-1][-1]] * nppc
path = path_list[n]
# Check for useless points at the end of the path and remove them
# https://github.com/ManimCommunity/manim/issues/1959
while len(path) > nppc:
# If the last nppc points are all equal to the preceding point
if self.consider_points_equals(path[-nppc:], path[-nppc - 1]):
path = path[:-nppc]
else:
break
return path
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)) // nppc)
diff2 = max(0, (len(sp1) - len(sp2)) // nppc)
sp1 = self.insert_n_curves_to_point_list(diff1, sp1)
sp2 = self.insert_n_curves_to_point_list(diff2, sp2)
new_subpaths1.append(sp1)
new_subpaths2.append(sp2)
self.set_points(np.vstack(new_subpaths1))
vmobject.set_points(np.vstack(new_subpaths2))
return self
def insert_n_curves(self, n: int, recurse=True) -> OpenGLVMobject:
"""Inserts n curves to the bezier curves of the vmobject.
Parameters
----------
n
Number of curves to insert.
Returns
-------
OpenGLVMobject
for chaining.
"""
for mob in self.get_family(recurse):
if mob.get_num_curves() > 0:
new_points = mob.insert_n_curves_to_point_list(n, mob.points)
# TODO, this should happen in insert_n_curves_to_point_list
if mob.has_new_path_started():
new_points = np.vstack([new_points, mob.get_last_point()])
mob.set_points(new_points)
return self
def insert_n_curves_to_point_list(self, n: int, points: np.ndarray) -> np.ndarray:
"""Given an array of k points defining a bezier curves
(anchors and handles), returns points defining exactly
k + n bezier curves.
Parameters
----------
n
Number of desired curves.
points
Starting points.
Returns
-------
np.ndarray
Points generated.
"""
nppc = self.n_points_per_curve
if len(points) == 1:
return np.repeat(points, nppc * n, 0)
bezier_groups = self.get_bezier_tuples_from_points(points)
norms = np.array([np.linalg.norm(bg[nppc - 1] - bg[0]) for bg in bezier_groups])
total_norm = sum(norms)
# Calculate insertions per curve (ipc)
if total_norm < 1e-6:
ipc = [n] + [0] * (len(bezier_groups) - 1)
else:
ipc = np.round(n * norms / sum(norms)).astype(int)
diff = n - sum(ipc)
for _ in range(diff):
ipc[np.argmin(ipc)] += 1
for _ in range(-diff):
ipc[np.argmax(ipc)] -= 1
new_length = sum(x + 1 for x in ipc)
new_points = np.empty((new_length, nppc, 3))
i = 0
for group, n_inserts in zip(bezier_groups, ipc):
# What was once a single quadratic curve defined
# by "group" 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[i] = partial_quadratic_bezier_points(group, a1, a2)
i = i + 1
return np.vstack(new_points)
def interpolate(self, mobject1, mobject2, alpha, *args, **kwargs):
super().interpolate(mobject1, mobject2, alpha, *args, **kwargs)
if config["use_projection_fill_shaders"]:
self.refresh_triangulation()
else:
if self.has_fill():
tri1 = mobject1.get_triangulation()
tri2 = mobject2.get_triangulation()
if len(tri1) != len(tri2) or not np.all(tri1 == tri2):
self.refresh_triangulation()
return self
def pointwise_become_partial(
self, vmobject: OpenGLVMobject, a: float, b: float, remap: bool = True
) -> OpenGLVMobject:
"""Given two bounds a and b, transforms the points of the self vmobject into the points of the vmobject
passed as parameter with respect to the bounds. Points here stand for control points of the bezier curves (anchors and handles)
Parameters
----------
vmobject
The vmobject that will serve as a model.
a
upper-bound.
b
lower-bound
remap
if the point amount should be kept the same (True)
This option should be manually set to False if keeping the number of points is not needed
"""
assert isinstance(vmobject, OpenGLVMobject)
# Partial curve includes three portions:
# - A middle section, which matches the curve exactly
# - A start, which is some ending portion of an inner cubic
# - An end, which is the starting portion of a later inner cubic
if a <= 0 and b >= 1:
self.set_points(vmobject.points)
return self
bezier_triplets = vmobject.get_bezier_tuples()
num_quadratics = len(bezier_triplets)
# The following two lines will compute which bezier curves of the given mobject need to be processed.
# The residue basically indicates the proportion of the selected Bèzier curve.
# Ex: if lower_index is 3, and lower_residue is 0.4, then the algorithm will append to the points 0.4 of the third bezier curve
lower_index, lower_residue = integer_interpolate(0, num_quadratics, a)
upper_index, upper_residue = integer_interpolate(0, num_quadratics, b)
self.clear_points()
if num_quadratics == 0:
return self
if lower_index == upper_index:
self.append_points(
partial_quadratic_bezier_points(
bezier_triplets[lower_index],
lower_residue,
upper_residue,
),
)
else:
self.append_points(
partial_quadratic_bezier_points(
bezier_triplets[lower_index], lower_residue, 1
),
)
inner_points = bezier_triplets[lower_index + 1 : upper_index]
if len(inner_points) > 0:
if remap:
new_triplets = quadratic_bezier_remap(
inner_points, num_quadratics - 2
)
else:
new_triplets = bezier_triplets
self.append_points(np.asarray(new_triplets).reshape(-1, 3))
self.append_points(
partial_quadratic_bezier_points(
bezier_triplets[upper_index], 0, upper_residue
),
)
return self
def get_subcurve(self, a: float, b: float) -> OpenGLVMobject:
"""Returns the subcurve of the OpenGLVMobject between the interval [a, b].
The curve is a OpenGLVMobject itself.
Parameters
----------
a
The lower bound.
b
The upper bound.
Returns
-------
OpenGLVMobject
The subcurve between of [a, b]
"""
vmob = self.copy()
vmob.pointwise_become_partial(self, a, b)
return vmob
# Related to triangulation
def refresh_triangulation(self):
for mob in self.get_family():
mob.needs_new_triangulation = True
return self
def get_triangulation(self, normal_vector=None):
# 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 normal_vector is None:
normal_vector = self.get_unit_normal()
if not self.needs_new_triangulation:
return self.triangulation
points = self.points
if len(points) <= 1:
self.triangulation = np.zeros(0, dtype="i4")
self.needs_new_triangulation = False
return self.triangulation
if not np.isclose(normal_vector, OUT).all():
# Rotate points such that unit normal vector is OUT
points = np.dot(points, z_to_vector(normal_vector))
indices = np.arange(len(points), dtype=int)
b0s = points[0::3]
b1s = points[1::3]
b2s = points[2::3]
v01s = b1s - b0s
v12s = b2s - b1s
crosses = cross2d(v01s, v12s)
convexities = np.sign(crosses)
atol = self.tolerance_for_point_equality
end_of_loop = np.zeros(len(b0s), dtype=bool)
end_of_loop[:-1] = (np.abs(b2s[:-1] - b0s[1:]) > atol).any(1)
end_of_loop[-1] = True
concave_parts = convexities < 0
# These are the vertices to which we'll apply a polygon triangulation
inner_vert_indices = np.hstack(
[
indices[0::3],
indices[1::3][concave_parts],
indices[2::3][end_of_loop],
],
)
inner_vert_indices.sort()
rings = np.arange(1, len(inner_vert_indices) + 1)[inner_vert_indices % 3 == 2]
# Triangulate
inner_verts = points[inner_vert_indices]
inner_tri_indices = inner_vert_indices[
earclip_triangulation(inner_verts, rings)
]
tri_indices = np.hstack([indices, inner_tri_indices])
self.triangulation = tri_indices
self.needs_new_triangulation = False
return tri_indices
@triggers_refreshed_triangulation
def set_points(self, points):
super().set_points(points)
return self
@triggers_refreshed_triangulation
def set_data(self, data):
super().set_data(data)
return self
# TODO, how to be smart about tangents here?
@triggers_refreshed_triangulation
def apply_function(self, function, make_smooth=False, **kwargs):
super().apply_function(function, **kwargs)
if self.make_smooth_after_applying_functions or make_smooth:
self.make_approximately_smooth()
return self
@triggers_refreshed_triangulation
def apply_points_function(self, *args, **kwargs):
super().apply_points_function(*args, **kwargs)
return self
@triggers_refreshed_triangulation
def flip(self, *args, **kwargs):
super().flip(*args, **kwargs)
return self
# For shaders
def init_shader_data(self):
self.fill_data = np.zeros(0, dtype=self.fill_dtype)
self.stroke_data = np.zeros(0, dtype=self.stroke_dtype)
self.fill_shader_wrapper = ShaderWrapper(
vert_data=self.fill_data,
vert_indices=np.zeros(0, dtype="i4"),
shader_folder=self.fill_shader_folder,
render_primitive=self.render_primitive,
)
self.stroke_shader_wrapper = ShaderWrapper(
vert_data=self.stroke_data,
shader_folder=self.stroke_shader_folder,
render_primitive=self.render_primitive,
)
def refresh_shader_wrapper_id(self):
for wrapper in [self.fill_shader_wrapper, self.stroke_shader_wrapper]:
wrapper.refresh_id()
return self
def get_fill_shader_wrapper(self):
self.update_fill_shader_wrapper()
return self.fill_shader_wrapper
def update_fill_shader_wrapper(self):
self.fill_shader_wrapper.vert_data = self.get_fill_shader_data()
self.fill_shader_wrapper.vert_indices = self.get_triangulation()
self.fill_shader_wrapper.uniforms = self.get_fill_uniforms()
self.fill_shader_wrapper.depth_test = self.depth_test
def get_stroke_shader_wrapper(self):
self.update_stroke_shader_wrapper()
return self.stroke_shader_wrapper
def update_stroke_shader_wrapper(self):
self.stroke_shader_wrapper.vert_data = self.get_stroke_shader_data()
self.stroke_shader_wrapper.uniforms = self.get_stroke_uniforms()
self.stroke_shader_wrapper.depth_test = self.depth_test
def get_shader_wrapper_list(self):
# Build up data lists
fill_shader_wrappers = []
stroke_shader_wrappers = []
back_stroke_shader_wrappers = []
for submob in self.family_members_with_points():
if submob.has_fill() and not config["use_projection_fill_shaders"]:
fill_shader_wrappers.append(submob.get_fill_shader_wrapper())
if submob.has_stroke() and not config["use_projection_stroke_shaders"]:
ssw = submob.get_stroke_shader_wrapper()
if submob.draw_stroke_behind_fill:
back_stroke_shader_wrappers.append(ssw)
else:
stroke_shader_wrappers.append(ssw)
# Combine data lists
wrapper_lists = [
back_stroke_shader_wrappers,
fill_shader_wrappers,
stroke_shader_wrappers,
]
result = []
for wlist in wrapper_lists:
if wlist:
wrapper = wlist[0]
wrapper.combine_with(*wlist[1:])
result.append(wrapper)
return result
def get_stroke_uniforms(self):
result = dict(super().get_shader_uniforms())
result["joint_type"] = self.joint_type.value
result["flat_stroke"] = float(self.flat_stroke)
return result
def get_fill_uniforms(self):
return {
"is_fixed_in_frame": float(self.is_fixed_in_frame),
"is_fixed_orientation": float(self.is_fixed_orientation),
"fixed_orientation_center": self.fixed_orientation_center,
"gloss": self.gloss,
"shadow": self.shadow,
}
def get_stroke_shader_data(self):
points = self.points
if len(self.stroke_data) != len(points):
self.stroke_data = np.zeros(len(points), dtype=OpenGLVMobject.stroke_dtype)
if "points" not in self.locked_data_keys:
nppc = self.n_points_per_curve
self.stroke_data["point"] = points
self.stroke_data["prev_point"][:nppc] = points[-nppc:]
self.stroke_data["prev_point"][nppc:] = points[:-nppc]
self.stroke_data["next_point"][:-nppc] = points[nppc:]
self.stroke_data["next_point"][-nppc:] = points[:nppc]
self.read_data_to_shader(self.stroke_data, "color", "stroke_rgba")
self.read_data_to_shader(self.stroke_data, "stroke_width", "stroke_width")
self.read_data_to_shader(self.stroke_data, "unit_normal", "unit_normal")
return self.stroke_data
def get_fill_shader_data(self):
points = self.points
if len(self.fill_data) != len(points):
self.fill_data = np.zeros(len(points), dtype=OpenGLVMobject.fill_dtype)
self.fill_data["vert_index"][:, 0] = range(len(points))
self.read_data_to_shader(self.fill_data, "point", "points")
self.read_data_to_shader(self.fill_data, "color", "fill_rgba")
self.read_data_to_shader(self.fill_data, "unit_normal", "unit_normal")
return self.fill_data
def refresh_shader_data(self):
self.get_fill_shader_data()
self.get_stroke_shader_data()
def get_fill_shader_vert_indices(self):
return self.get_triangulation()
class OpenGLVGroup(OpenGLVMobject):
"""A group of vectorized mobjects.
This can be used to group multiple :class:`~.OpenGLVMobject` instances together
in order to scale, move, ... them together.
Examples
--------
To add :class:`~.OpenGLVMobject`s to a :class:`~.OpenGLVGroup`, you can either use the
:meth:`~.OpenGLVGroup.add` method, or use the `+` and `+=` operators. Similarly, you
can subtract elements of a OpenGLVGroup via :meth:`~.OpenGLVGroup.remove` method, or
`-` and `-=` operators:
.. doctest::
>>> from manim import config
>>> original_renderer = config.renderer
>>> config.renderer = "opengl"
>>> from manim import Triangle, Square
>>> from manim.opengl import OpenGLVGroup
>>> config.renderer
<RendererType.OPENGL: 'opengl'>
>>> vg = OpenGLVGroup()
>>> triangle, square = Triangle(), Square()
>>> vg.add(triangle)
OpenGLVGroup(Triangle)
>>> vg + square # a new OpenGLVGroup is constructed
OpenGLVGroup(Triangle, Square)
>>> vg # not modified
OpenGLVGroup(Triangle)
>>> vg += square # modifies vg
>>> vg
OpenGLVGroup(Triangle, Square)
>>> vg.remove(triangle)
OpenGLVGroup(Square)
>>> vg - square # a new OpenGLVGroup is constructed
OpenGLVGroup()
>>> vg # not modified
OpenGLVGroup(Square)
>>> vg -= square # modifies vg
>>> vg
OpenGLVGroup()
>>> config.renderer = original_renderer
.. manim:: ArcShapeIris
:save_last_frame:
class ArcShapeIris(Scene):
def construct(self):
colors = [DARK_BROWN, BLUE_E, BLUE_D, BLUE_A, TEAL_B, GREEN_B, YELLOW_E]
radius = [1 + rad * 0.1 for rad in range(len(colors))]
circles_group = OpenGLVGroup()
# zip(radius, color) makes the iterator [(radius[i], color[i]) for i in range(radius)]
circles_group.add(*[Circle(radius=rad, stroke_width=10, color=col)
for rad, col in zip(radius, colors)])
self.add(circles_group)
"""
def __init__(self, *vmobjects, **kwargs):
if not all(isinstance(m, OpenGLVMobject) for m in vmobjects):
raise Exception("All submobjects must be of type OpenGLVMobject")
super().__init__(**kwargs)
self.add(*vmobjects)
def __repr__(self):
return (
self.__class__.__name__
+ "("
+ ", ".join(str(mob) for mob in self.submobjects)
+ ")"
)
def __str__(self):
return (
f"{self.__class__.__name__} of {len(self.submobjects)} "
f"submobject{'s' if len(self.submobjects) > 0 else ''}"
)
def add(self, *vmobjects: OpenGLVMobject):
"""Checks if all passed elements are an instance of OpenGLVMobject and then add them to submobjects
Parameters
----------
vmobjects
List of OpenGLVMobject to add
Returns
-------
:class:`OpenGLVGroup`
Raises
------
TypeError
If one element of the list is not an instance of OpenGLVMobject
Examples
--------
.. manim:: AddToOpenGLVGroup
class AddToOpenGLVGroup(Scene):
def construct(self):
circle_red = Circle(color=RED)
circle_green = Circle(color=GREEN)
circle_blue = Circle(color=BLUE)
circle_red.shift(LEFT)
circle_blue.shift(RIGHT)
gr = OpenGLVGroup(circle_red, circle_green)
gr2 = OpenGLVGroup(circle_blue) # Constructor uses add directly
self.add(gr,gr2)
self.wait()
gr += gr2 # Add group to another
self.play(
gr.animate.shift(DOWN),
)
gr -= gr2 # Remove group
self.play( # Animate groups separately
gr.animate.shift(LEFT),
gr2.animate.shift(UP),
)
self.play( #Animate groups without modification
(gr+gr2).animate.shift(RIGHT)
)
self.play( # Animate group without component
(gr-circle_red).animate.shift(RIGHT)
)
"""
if not all(isinstance(m, OpenGLVMobject) for m in vmobjects):
raise TypeError("All submobjects must be of type OpenGLVMobject")
return super().add(*vmobjects)
def __add__(self, vmobject):
return OpenGLVGroup(*self.submobjects, vmobject)
def __iadd__(self, vmobject):
return self.add(vmobject)
def __sub__(self, vmobject):
copy = OpenGLVGroup(*self.submobjects)
copy.remove(vmobject)
return copy
def __isub__(self, vmobject):
return self.remove(vmobject)
def __setitem__(self, key: int, value: OpenGLVMobject | Sequence[OpenGLVMobject]):
"""Override the [] operator for item assignment.
Parameters
----------
key
The index of the submobject to be assigned
value
The vmobject value to assign to the key
Returns
-------
None
Tests
-----
.. doctest::
>>> from manim import config
>>> original_renderer = config.renderer
>>> config.renderer = "opengl"
>>> vgroup = OpenGLVGroup(OpenGLVMobject())
>>> new_obj = OpenGLVMobject()
>>> vgroup[0] = new_obj
>>> config.renderer = original_renderer
"""
if not all(isinstance(m, OpenGLVMobject) for m in value):
raise TypeError("All submobjects must be of type OpenGLVMobject")
self.submobjects[key] = value
class OpenGLVectorizedPoint(OpenGLPoint, OpenGLVMobject):
def __init__(
self,
location=ORIGIN,
color=BLACK,
fill_opacity=0,
stroke_width=0,
artificial_width=0.01,
artificial_height=0.01,
**kwargs,
):
self.artificial_width = artificial_width
self.artificial_height = artificial_height
super().__init__(
color=color, fill_opacity=fill_opacity, stroke_width=stroke_width, **kwargs
)
self.set_points(np.array([location]))
class OpenGLCurvesAsSubmobjects(OpenGLVGroup):
"""Convert a curve's elements to submobjects.
Examples
--------
.. manim:: LineGradientExample
:save_last_frame:
class LineGradientExample(Scene):
def construct(self):
curve = ParametricFunction(lambda t: [t, np.sin(t), 0], t_range=[-PI, PI, 0.01], stroke_width=10)
new_curve = CurvesAsSubmobjects(curve)
new_curve.set_color_by_gradient(BLUE, RED)
self.add(new_curve.shift(UP), curve)
"""
def __init__(self, vmobject, **kwargs):
super().__init__(**kwargs)
for tup in vmobject.get_bezier_tuples():
part = OpenGLVMobject()
part.set_points(tup)
part.match_style(vmobject)
self.add(part)
class OpenGLDashedVMobject(OpenGLVMobject):
"""A :class:`OpenGLVMobject` composed of dashes instead of lines.
Examples
--------
.. manim:: DashedVMobjectExample
:save_last_frame:
class DashedVMobjectExample(Scene):
def construct(self):
r = 0.5
top_row = OpenGLVGroup() # Increasing num_dashes
for dashes in range(2, 12):
circ = DashedVMobject(Circle(radius=r, color=WHITE), num_dashes=dashes)
top_row.add(circ)
middle_row = OpenGLVGroup() # Increasing dashed_ratio
for ratio in np.arange(1 / 11, 1, 1 / 11):
circ = DashedVMobject(
Circle(radius=r, color=WHITE), dashed_ratio=ratio
)
middle_row.add(circ)
sq = DashedVMobject(Square(1.5, color=RED))
penta = DashedVMobject(RegularPolygon(5, color=BLUE))
bottom_row = OpenGLVGroup(sq, penta)
top_row.arrange(buff=0.4)
middle_row.arrange()
bottom_row.arrange(buff=1)
everything = OpenGLVGroup(top_row, middle_row, bottom_row).arrange(DOWN, buff=1)
self.add(everything)
"""
def __init__(
self,
vmobject: OpenGLVMobject,
num_dashes: int = 15,
dashed_ratio: float = 0.5,
color: ParsableManimColor = WHITE,
**kwargs,
):
self.dashed_ratio = dashed_ratio
self.num_dashes = num_dashes
super().__init__(color=color, **kwargs)
r = self.dashed_ratio
n = self.num_dashes
if num_dashes > 0:
# Assuming total length is 1
dash_len = r / n
if vmobject.is_closed():
void_len = (1 - r) / n
else:
void_len = (1 - r) / (n - 1)
self.add(
*(
vmobject.get_subcurve(
i * (dash_len + void_len),
i * (dash_len + void_len) + dash_len,
)
for i in range(n)
)
)
# Family is already taken care of by get_subcurve
# implementation
self.match_style(vmobject, recurse=False)
|
manim_ManimCommunity/manim/mobject/opengl/opengl_mobject.py
|
from __future__ import annotations
import copy
import inspect
import itertools as it
import random
import sys
from functools import partialmethod, wraps
from math import ceil
from typing import Iterable, Sequence
import moderngl
import numpy as np
from manim import config, logger
from manim.constants import *
from manim.renderer.shader_wrapper import get_colormap_code
from manim.utils.bezier import integer_interpolate, interpolate
from manim.utils.color import (
WHITE,
ManimColor,
ParsableManimColor,
color_gradient,
color_to_rgb,
rgb_to_hex,
)
from manim.utils.config_ops import _Data, _Uniforms
# from ..utils.iterables import batch_by_property
from manim.utils.iterables import (
batch_by_property,
list_update,
listify,
make_even,
resize_array,
resize_preserving_order,
resize_with_interpolation,
uniq_chain,
)
from manim.utils.paths import straight_path
from manim.utils.space_ops import (
angle_between_vectors,
normalize,
rotation_matrix_transpose,
)
def affects_shader_info_id(func):
@wraps(func)
def wrapper(self):
for mob in self.get_family():
func(mob)
mob.refresh_shader_wrapper_id()
return self
return wrapper
__all__ = ["OpenGLMobject", "OpenGLGroup", "OpenGLPoint", "_AnimationBuilder"]
class OpenGLMobject:
"""Mathematical Object: base class for objects that can be displayed on screen.
Attributes
----------
submobjects : List[:class:`OpenGLMobject`]
The contained objects.
points : :class:`numpy.ndarray`
The points of the objects.
.. seealso::
:class:`~.OpenGLVMobject`
"""
shader_dtype = [
("point", np.float32, (3,)),
]
shader_folder = ""
# _Data and _Uniforms are set as class variables to tell manim how to handle setting/getting these attributes later.
points = _Data()
bounding_box = _Data()
rgbas = _Data()
is_fixed_in_frame = _Uniforms()
is_fixed_orientation = _Uniforms()
fixed_orientation_center = _Uniforms() # for fixed orientation reference
gloss = _Uniforms()
shadow = _Uniforms()
def __init__(
self,
color=WHITE,
opacity=1,
dim=3, # TODO, get rid of this
# Lighting parameters
# Positive gloss up to 1 makes it reflect the light.
gloss=0.0,
# Positive shadow up to 1 makes a side opposite the light darker
shadow=0.0,
# For shaders
render_primitive=moderngl.TRIANGLES,
texture_paths=None,
depth_test=False,
# If true, the mobject will not get rotated according to camera position
is_fixed_in_frame=False,
is_fixed_orientation=False,
# Must match in attributes of vert shader
# Event listener
listen_to_events=False,
model_matrix=None,
should_render=True,
name: str | None = None,
**kwargs,
):
self.name = self.__class__.__name__ if name is None else name
# getattr in case data/uniforms are already defined in parent classes.
self.data = getattr(self, "data", {})
self.uniforms = getattr(self, "uniforms", {})
self.opacity = opacity
self.dim = dim # TODO, get rid of this
# Lighting parameters
# Positive gloss up to 1 makes it reflect the light.
self.gloss = gloss
# Positive shadow up to 1 makes a side opposite the light darker
self.shadow = shadow
# For shaders
self.render_primitive = render_primitive
self.texture_paths = texture_paths
self.depth_test = depth_test
# If true, the mobject will not get rotated according to camera position
self.is_fixed_in_frame = float(is_fixed_in_frame)
self.is_fixed_orientation = float(is_fixed_orientation)
self.fixed_orientation_center = (0, 0, 0)
# Must match in attributes of vert shader
# Event listener
self.listen_to_events = listen_to_events
self._submobjects = []
self.parents = []
self.parent = None
self.family = [self]
self.locked_data_keys = set()
self.needs_new_bounding_box = True
if model_matrix is None:
self.model_matrix = np.eye(4)
else:
self.model_matrix = model_matrix
self.init_data()
self.init_updaters()
# self.init_event_listners()
self.init_points()
self.color = ManimColor.parse(color)
self.init_colors()
self.shader_indices = None
if self.depth_test:
self.apply_depth_test()
self.should_render = should_render
@classmethod
def __init_subclass__(cls, **kwargs):
super().__init_subclass__(**kwargs)
cls._original__init__ = cls.__init__
def __str__(self):
return self.__class__.__name__
def __repr__(self):
return str(self.name)
def __sub__(self, other):
return NotImplemented
def __isub__(self, other):
return NotImplemented
def __add__(self, mobject):
return NotImplemented
def __iadd__(self, mobject):
return NotImplemented
@classmethod
def set_default(cls, **kwargs):
"""Sets the default values of keyword arguments.
If this method is called without any additional keyword
arguments, the original default values of the initialization
method of this class are restored.
Parameters
----------
kwargs
Passing any keyword argument will update the default
values of the keyword arguments of the initialization
function of this class.
Examples
--------
::
>>> from manim import Square, GREEN
>>> Square.set_default(color=GREEN, fill_opacity=0.25)
>>> s = Square(); s.color, s.fill_opacity
(ManimColor('#83C167'), 0.25)
>>> Square.set_default()
>>> s = Square(); s.color, s.fill_opacity
(ManimColor('#FFFFFF'), 0.0)
.. manim:: ChangedDefaultTextcolor
:save_last_frame:
config.background_color = WHITE
class ChangedDefaultTextcolor(Scene):
def construct(self):
Text.set_default(color=BLACK)
self.add(Text("Changing default values is easy!"))
# we revert the colour back to the default to prevent a bug in the docs.
Text.set_default(color=WHITE)
"""
if kwargs:
cls.__init__ = partialmethod(cls.__init__, **kwargs)
else:
cls.__init__ = cls._original__init__
def init_data(self):
"""Initializes the ``points``, ``bounding_box`` and ``rgbas`` attributes and groups them into self.data.
Subclasses can inherit and overwrite this method to extend `self.data`."""
self.points = np.zeros((0, 3))
self.bounding_box = np.zeros((3, 3))
self.rgbas = np.zeros((1, 4))
def init_colors(self):
"""Initializes the colors.
Gets called upon creation"""
self.set_color(self.color, self.opacity)
def init_points(self):
"""Initializes :attr:`points` and therefore the shape.
Gets called upon creation. This is an empty method that can be implemented by
subclasses."""
# Typically implemented in subclass, unless purposefully left blank
pass
def set(self, **kwargs) -> OpenGLMobject:
"""Sets attributes.
Mainly to be used along with :attr:`animate` to
animate setting attributes.
Examples
--------
::
>>> mob = OpenGLMobject()
>>> mob.set(foo=0)
OpenGLMobject
>>> mob.foo
0
Parameters
----------
**kwargs
The attributes and corresponding values to set.
Returns
-------
:class:`OpenGLMobject`
``self``
"""
for attr, value in kwargs.items():
setattr(self, attr, value)
return self
def set_data(self, data):
for key in data:
self.data[key] = data[key].copy()
return self
def set_uniforms(self, uniforms):
for key in uniforms:
self.uniforms[key] = uniforms[key] # Copy?
return self
@property
def animate(self):
"""Used to animate the application of a method.
.. warning::
Passing multiple animations for the same :class:`OpenGLMobject` in one
call to :meth:`~.Scene.play` is discouraged and will most likely
not work properly. Instead of writing an animation like
::
self.play(my_mobject.animate.shift(RIGHT), my_mobject.animate.rotate(PI))
make use of method chaining for ``animate``, meaning::
self.play(my_mobject.animate.shift(RIGHT).rotate(PI))
Keyword arguments that can be passed to :meth:`.Scene.play` can be passed
directly after accessing ``.animate``, like so::
self.play(my_mobject.animate(rate_func=linear).shift(RIGHT))
This is especially useful when animating simultaneous ``.animate`` calls that
you want to behave differently::
self.play(
mobject1.animate(run_time=2).rotate(PI),
mobject2.animate(rate_func=there_and_back).shift(RIGHT),
)
.. seealso::
:func:`override_animate`
Examples
--------
.. manim:: AnimateExample
class AnimateExample(Scene):
def construct(self):
s = Square()
self.play(Create(s))
self.play(s.animate.shift(RIGHT))
self.play(s.animate.scale(2))
self.play(s.animate.rotate(PI / 2))
self.play(Uncreate(s))
.. manim:: AnimateChainExample
class AnimateChainExample(Scene):
def construct(self):
s = Square()
self.play(Create(s))
self.play(s.animate.shift(RIGHT).scale(2).rotate(PI / 2))
self.play(Uncreate(s))
.. manim:: AnimateWithArgsExample
class AnimateWithArgsExample(Scene):
def construct(self):
s = Square()
c = Circle()
VGroup(s, c).arrange(RIGHT, buff=2)
self.add(s, c)
self.play(
s.animate(run_time=2).rotate(PI / 2),
c.animate(rate_func=there_and_back).shift(RIGHT),
)
.. warning::
``.animate``
will interpolate the :class:`~.OpenGLMobject` between its points prior to
``.animate`` and its points after applying ``.animate`` to it. This may
result in unexpected behavior when attempting to interpolate along paths,
or rotations.
If you want animations to consider the points between, consider using
:class:`~.ValueTracker` with updaters instead.
"""
return _AnimationBuilder(self)
@property
def width(self):
"""The width of the mobject.
Returns
-------
:class:`float`
Examples
--------
.. manim:: WidthExample
class WidthExample(Scene):
def construct(self):
decimal = DecimalNumber().to_edge(UP)
rect = Rectangle(color=BLUE)
rect_copy = rect.copy().set_stroke(GRAY, opacity=0.5)
decimal.add_updater(lambda d: d.set_value(rect.width))
self.add(rect_copy, rect, decimal)
self.play(rect.animate.set(width=7))
self.wait()
See also
--------
:meth:`length_over_dim`
"""
# Get the length across the X dimension
return self.length_over_dim(0)
# Only these methods should directly affect points
@width.setter
def width(self, value):
self.rescale_to_fit(value, 0, stretch=False)
@property
def height(self):
"""The height of the mobject.
Returns
-------
:class:`float`
Examples
--------
.. manim:: HeightExample
class HeightExample(Scene):
def construct(self):
decimal = DecimalNumber().to_edge(UP)
rect = Rectangle(color=BLUE)
rect_copy = rect.copy().set_stroke(GRAY, opacity=0.5)
decimal.add_updater(lambda d: d.set_value(rect.height))
self.add(rect_copy, rect, decimal)
self.play(rect.animate.set(height=5))
self.wait()
See also
--------
:meth:`length_over_dim`
"""
# Get the length across the Y dimension
return self.length_over_dim(1)
@height.setter
def height(self, value):
self.rescale_to_fit(value, 1, stretch=False)
@property
def depth(self):
"""The depth of the mobject.
Returns
-------
:class:`float`
See also
--------
:meth:`length_over_dim`
"""
# Get the length across the Z dimension
return self.length_over_dim(2)
@depth.setter
def depth(self, value):
self.rescale_to_fit(value, 2, stretch=False)
def resize_points(self, new_length, resize_func=resize_array):
if new_length != len(self.points):
self.points = resize_func(self.points, new_length)
self.refresh_bounding_box()
return self
def set_points(self, points):
if len(points) == len(self.points):
self.points[:] = points
elif isinstance(points, np.ndarray):
self.points = points.copy()
else:
self.points = np.array(points)
self.refresh_bounding_box()
return self
def apply_over_attr_arrays(self, func):
for attr in self.get_array_attrs():
setattr(self, attr, func(getattr(self, attr)))
return self
def append_points(self, new_points):
self.points = np.vstack([self.points, new_points])
self.refresh_bounding_box()
return self
def reverse_points(self):
for mob in self.get_family():
for key in mob.data:
mob.data[key] = mob.data[key][::-1]
return self
def get_midpoint(self) -> np.ndarray:
"""Get coordinates of the middle of the path that forms the :class:`~.OpenGLMobject`.
Examples
--------
.. manim:: AngleMidPoint
:save_last_frame:
class AngleMidPoint(Scene):
def construct(self):
line1 = Line(ORIGIN, 2*RIGHT)
line2 = Line(ORIGIN, 2*RIGHT).rotate_about_origin(80*DEGREES)
a = Angle(line1, line2, radius=1.5, other_angle=False)
d = Dot(a.get_midpoint()).set_color(RED)
self.add(line1, line2, a, d)
self.wait()
"""
return self.point_from_proportion(0.5)
def apply_points_function(
self,
func,
about_point=None,
about_edge=ORIGIN,
works_on_bounding_box=False,
):
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():
arrs.append(mob.points)
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):
"""Edit points, positions, and submobjects to be identical
to another :class:`~.OpenGLMobject`, while keeping the style unchanged.
Examples
--------
.. manim:: MatchPointsScene
class MatchPointsScene(Scene):
def construct(self):
circ = Circle(fill_color=RED, fill_opacity=0.8)
square = Square(fill_color=BLUE, fill_opacity=0.2)
self.add(circ)
self.wait(0.5)
self.play(circ.animate.match_points(square))
self.wait(0.5)
"""
self.set_points(mobject.points)
def clear_points(self):
self.points = np.empty((0, 3))
def get_num_points(self):
return len(self.points)
def get_all_points(self):
if self.submobjects:
return np.vstack([sm.points for sm in self.get_family()])
else:
return self.points
def has_points(self):
return self.get_num_points() > 0
def get_bounding_box(self):
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):
all_points = np.vstack(
[
self.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=False, recurse_up=True):
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 is_point_touching(self, point, buff=MED_SMALL_BUFF):
bb = self.get_bounding_box()
mins = bb[0] - buff
maxs = bb[2] + buff
return (point >= mins).all() and (point <= maxs).all()
# Family matters
def __getitem__(self, value):
if isinstance(value, slice):
GroupClass = self.get_group_class()
return GroupClass(*self.split().__getitem__(value))
return self.split().__getitem__(value)
def __iter__(self):
return iter(self.split())
def __len__(self):
return len(self.split())
def split(self):
return self.submobjects
def assemble_family(self):
sub_families = (sm.get_family() for sm in self.submobjects)
self.family = [self, *uniq_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=True):
if recurse and hasattr(self, "family"):
return self.family
else:
return [self]
def family_members_with_points(self):
return [m for m in self.get_family() if m.has_points()]
def add(
self, *mobjects: OpenGLMobject, update_parent: bool = False
) -> OpenGLMobject:
"""Add mobjects as submobjects.
The mobjects are added to :attr:`submobjects`.
Subclasses of mobject may implement ``+`` and ``+=`` dunder methods.
Parameters
----------
mobjects
The mobjects to add.
Returns
-------
:class:`OpenGLMobject`
``self``
Raises
------
:class:`ValueError`
When a mobject tries to add itself.
:class:`TypeError`
When trying to add an object that is not an instance of :class:`OpenGLMobject`.
Notes
-----
A mobject cannot contain itself, and it cannot contain a submobject
more than once. If the parent mobject is displayed, the newly-added
submobjects will also be displayed (i.e. they are automatically added
to the parent Scene).
See Also
--------
:meth:`remove`
:meth:`add_to_back`
Examples
--------
::
>>> outer = OpenGLMobject()
>>> inner = OpenGLMobject()
>>> outer = outer.add(inner)
Duplicates are not added again::
>>> outer = outer.add(inner)
>>> len(outer.submobjects)
1
Adding an object to itself raises an error::
>>> outer.add(outer)
Traceback (most recent call last):
...
ValueError: OpenGLMobject cannot contain self
"""
if update_parent:
assert len(mobjects) == 1, "Can't set multiple parents."
mobjects[0].parent = self
if self in mobjects:
raise ValueError("OpenGLMobject cannot contain self")
if any(mobjects.count(elem) > 1 for elem in mobjects):
logger.warning(
"Attempted adding some Mobject as a child more than once, "
"this is not possible. Repetitions are ignored.",
)
for mobject in mobjects:
if not isinstance(mobject, OpenGLMobject):
raise TypeError("All submobjects must be of type OpenGLMobject")
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 insert(self, index: int, mobject: OpenGLMobject, update_parent: bool = False):
"""Inserts a mobject at a specific position into self.submobjects
Effectively just calls ``self.submobjects.insert(index, mobject)``,
where ``self.submobjects`` is a list.
Highly adapted from ``OpenGLMobject.add``.
Parameters
----------
index
The index at which
mobject
The mobject to be inserted.
update_parent
Whether or not to set ``mobject.parent`` to ``self``.
"""
if update_parent:
mobject.parent = self
if mobject is self:
raise ValueError("OpenGLMobject cannot contain self")
if not isinstance(mobject, OpenGLMobject):
raise TypeError("All submobjects must be of type OpenGLMobject")
if mobject not in self.submobjects:
self.submobjects.insert(index, mobject)
if self not in mobject.parents:
mobject.parents.append(self)
self.assemble_family()
return self
def remove(
self, *mobjects: OpenGLMobject, update_parent: bool = False
) -> OpenGLMobject:
"""Remove :attr:`submobjects`.
The mobjects are removed from :attr:`submobjects`, if they exist.
Subclasses of mobject may implement ``-`` and ``-=`` dunder methods.
Parameters
----------
mobjects
The mobjects to remove.
Returns
-------
:class:`OpenGLMobject`
``self``
See Also
--------
:meth:`add`
"""
if update_parent:
assert len(mobjects) == 1, "Can't remove multiple parents."
mobjects[0].parent = None
for mobject in mobjects:
if mobject in self.submobjects:
self.submobjects.remove(mobject)
if self in mobject.parents:
mobject.parents.remove(self)
self.assemble_family()
return self
def add_to_back(self, *mobjects: OpenGLMobject) -> OpenGLMobject:
# NOTE: is the note true OpenGLMobjects?
"""Add all passed mobjects to the back of the submobjects.
If :attr:`submobjects` already contains the given mobjects, they just get moved
to the back instead.
Parameters
----------
mobjects
The mobjects to add.
Returns
-------
:class:`OpenGLMobject`
``self``
.. note::
Technically, this is done by adding (or moving) the mobjects to
the head of :attr:`submobjects`. The head of this list is rendered
first, which places the corresponding mobjects behind the
subsequent list members.
Raises
------
:class:`ValueError`
When a mobject tries to add itself.
:class:`TypeError`
When trying to add an object that is not an instance of :class:`OpenGLMobject`.
Notes
-----
A mobject cannot contain itself, and it cannot contain a submobject
more than once. If the parent mobject is displayed, the newly-added
submobjects will also be displayed (i.e. they are automatically added
to the parent Scene).
See Also
--------
:meth:`remove`
:meth:`add`
"""
self.submobjects = list_update(mobjects, self.submobjects)
return self
def replace_submobject(self, index, new_submob):
old_submob = self.submobjects[index]
if self in old_submob.parents:
old_submob.parents.remove(self)
self.submobjects[index] = new_submob
self.assemble_family()
return self
def invert(self, recursive=False):
"""Inverts the list of :attr:`submobjects`.
Parameters
----------
recursive
If ``True``, all submobject lists of this mobject's family are inverted.
Examples
--------
.. manim:: InvertSumobjectsExample
class InvertSumobjectsExample(Scene):
def construct(self):
s = VGroup(*[Dot().shift(i*0.1*RIGHT) for i in range(-20,20)])
s2 = s.copy()
s2.invert()
s2.shift(DOWN)
self.play(Write(s), Write(s2))
"""
if recursive:
for submob in self.submobjects:
submob.invert(recursive=True)
list.reverse(self.submobjects)
self.assemble_family()
# Submobject organization
def arrange(self, direction=RIGHT, center=True, **kwargs):
"""Sorts :class:`~.OpenGLMobject` next to each other on screen.
Examples
--------
.. manim:: Example
:save_last_frame:
class Example(Scene):
def construct(self):
s1 = Square()
s2 = Square()
s3 = Square()
s4 = Square()
x = OpenGLVGroup(s1, s2, s3, s4).set_x(0).arrange(buff=1.0)
self.add(x)
"""
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,
rows: int | None = None,
cols: int | None = None,
buff: float | tuple[float, float] = MED_SMALL_BUFF,
cell_alignment: np.ndarray = ORIGIN,
row_alignments: str | None = None, # "ucd"
col_alignments: str | None = None, # "lcr"
row_heights: Iterable[float | None] | None = None,
col_widths: Iterable[float | None] | None = None,
flow_order: str = "rd",
**kwargs,
) -> OpenGLMobject:
"""Arrange submobjects in a grid.
Parameters
----------
rows
The number of rows in the grid.
cols
The number of columns in the grid.
buff
The gap between grid cells. To specify a different buffer in the horizontal and
vertical directions, a tuple of two values can be given - ``(row, col)``.
cell_alignment
The way each submobject is aligned in its grid cell.
row_alignments
The vertical alignment for each row (top to bottom). Accepts the following characters: ``"u"`` -
up, ``"c"`` - center, ``"d"`` - down.
col_alignments
The horizontal alignment for each column (left to right). Accepts the following characters ``"l"`` - left,
``"c"`` - center, ``"r"`` - right.
row_heights
Defines a list of heights for certain rows (top to bottom). If the list contains
``None``, the corresponding row will fit its height automatically based
on the highest element in that row.
col_widths
Defines a list of widths for certain columns (left to right). If the list contains ``None``, the
corresponding column will fit its width automatically based on the widest element in that column.
flow_order
The order in which submobjects fill the grid. Can be one of the following values:
"rd", "dr", "ld", "dl", "ru", "ur", "lu", "ul". ("rd" -> fill rightwards then downwards)
Returns
-------
OpenGLMobject
The mobject.
NOTES
-----
If only one of ``cols`` and ``rows`` is set implicitly, the other one will be chosen big
enough to fit all submobjects. If neither is set, they will be chosen to be about the same,
tending towards ``cols`` > ``rows`` (simply because videos are wider than they are high).
If both ``cell_alignment`` and ``row_alignments`` / ``col_alignments`` are
defined, the latter has higher priority.
Raises
------
ValueError
If ``rows`` and ``cols`` are too small to fit all submobjects.
ValueError
If :code:`cols`, :code:`col_alignments` and :code:`col_widths` or :code:`rows`,
:code:`row_alignments` and :code:`row_heights` have mismatching sizes.
Examples
--------
.. manim:: ExampleBoxes
:save_last_frame:
class ExampleBoxes(Scene):
def construct(self):
boxes=VGroup(*[Square() for s in range(0,6)])
boxes.arrange_in_grid(rows=2, buff=0.1)
self.add(boxes)
.. manim:: ArrangeInGrid
:save_last_frame:
class ArrangeInGrid(Scene):
def construct(self):
#Add some numbered boxes:
np.random.seed(3)
boxes = VGroup(*[
Rectangle(WHITE, np.random.random()+.5, np.random.random()+.5).add(Text(str(i+1)).scale(0.5))
for i in range(22)
])
self.add(boxes)
boxes.arrange_in_grid(
buff=(0.25,0.5),
col_alignments="lccccr",
row_alignments="uccd",
col_widths=[2, *[None]*4, 2],
flow_order="dr"
)
"""
from manim.mobject.geometry.line import Line
mobs = self.submobjects.copy()
start_pos = self.get_center()
# get cols / rows values if given (implicitly)
def init_size(num, alignments, sizes):
if num is not None:
return num
if alignments is not None:
return len(alignments)
if sizes is not None:
return len(sizes)
cols = init_size(cols, col_alignments, col_widths)
rows = init_size(rows, row_alignments, row_heights)
# calculate rows cols
if rows is None and cols is None:
cols = ceil(np.sqrt(len(mobs)))
# make the grid as close to quadratic as possible.
# choosing cols first can results in cols>rows.
# This is favored over rows>cols since in general
# the sceene is wider than high.
if rows is None:
rows = ceil(len(mobs) / cols)
if cols is None:
cols = ceil(len(mobs) / rows)
if rows * cols < len(mobs):
raise ValueError("Too few rows and columns to fit all submobjetcs.")
# rows and cols are now finally valid.
if isinstance(buff, tuple):
buff_x = buff[0]
buff_y = buff[1]
else:
buff_x = buff_y = buff
# Initialize alignments correctly
def init_alignments(alignments, num, mapping, name, dir):
if alignments is None:
# Use cell_alignment as fallback
return [cell_alignment * dir] * num
if len(alignments) != num:
raise ValueError(f"{name}_alignments has a mismatching size.")
alignments = list(alignments)
for i in range(num):
alignments[i] = mapping[alignments[i]]
return alignments
row_alignments = init_alignments(
row_alignments,
rows,
{"u": UP, "c": ORIGIN, "d": DOWN},
"row",
RIGHT,
)
col_alignments = init_alignments(
col_alignments,
cols,
{"l": LEFT, "c": ORIGIN, "r": RIGHT},
"col",
UP,
)
# Now row_alignment[r] + col_alignment[c] is the alignment in cell [r][c]
mapper = {
"dr": lambda r, c: (rows - r - 1) + c * rows,
"dl": lambda r, c: (rows - r - 1) + (cols - c - 1) * rows,
"ur": lambda r, c: r + c * rows,
"ul": lambda r, c: r + (cols - c - 1) * rows,
"rd": lambda r, c: (rows - r - 1) * cols + c,
"ld": lambda r, c: (rows - r - 1) * cols + (cols - c - 1),
"ru": lambda r, c: r * cols + c,
"lu": lambda r, c: r * cols + (cols - c - 1),
}
if flow_order not in mapper:
raise ValueError(
'flow_order must be one of the following values: "dr", "rd", "ld" "dl", "ru", "ur", "lu", "ul".',
)
flow_order = mapper[flow_order]
# Reverse row_alignments and row_heights. Necessary since the
# grid filling is handled bottom up for simplicity reasons.
def reverse(maybe_list):
if maybe_list is not None:
maybe_list = list(maybe_list)
maybe_list.reverse()
return maybe_list
row_alignments = reverse(row_alignments)
row_heights = reverse(row_heights)
placeholder = OpenGLMobject()
# Used to fill up the grid temporarily, doesn't get added to the scene.
# In this case a Mobject is better than None since it has width and height
# properties of 0.
mobs.extend([placeholder] * (rows * cols - len(mobs)))
grid = [[mobs[flow_order(r, c)] for c in range(cols)] for r in range(rows)]
measured_heigths = [
max(grid[r][c].height for c in range(cols)) for r in range(rows)
]
measured_widths = [
max(grid[r][c].width for r in range(rows)) for c in range(cols)
]
# Initialize row_heights / col_widths correctly using measurements as fallback
def init_sizes(sizes, num, measures, name):
if sizes is None:
sizes = [None] * num
if len(sizes) != num:
raise ValueError(f"{name} has a mismatching size.")
return [
sizes[i] if sizes[i] is not None else measures[i] for i in range(num)
]
heights = init_sizes(row_heights, rows, measured_heigths, "row_heights")
widths = init_sizes(col_widths, cols, measured_widths, "col_widths")
x, y = 0, 0
for r in range(rows):
x = 0
for c in range(cols):
if grid[r][c] is not placeholder:
alignment = row_alignments[r] + col_alignments[c]
line = Line(
x * RIGHT + y * UP,
(x + widths[c]) * RIGHT + (y + heights[r]) * UP,
)
# Use a mobject to avoid rewriting align inside
# box code that Mobject.move_to(Mobject) already
# includes.
grid[r][c].move_to(line, alignment)
x += widths[c] + buff_x
y += heights[r] + buff_y
self.move_to(start_pos)
return self
def get_grid(self, n_rows, n_cols, height=None, **kwargs):
"""
Returns a new mobject containing multiple copies of this one
arranged in a grid
"""
grid = self.duplicate(n_rows * n_cols)
grid.arrange_in_grid(n_rows, n_cols, **kwargs)
if height is not None:
grid.set_height(height)
return grid
def duplicate(self, n: int):
"""Returns an :class:`~.OpenGLVGroup` containing ``n`` copies of the mobject."""
return self.get_group_class()(*[self.copy() for _ in range(n)])
def sort(self, point_to_num_func=lambda p: p[0], submob_func=None):
"""Sorts the list of :attr:`submobjects` by a function defined by ``submob_func``."""
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()))
return self
def shuffle(self, recurse=False):
"""Shuffles the order of :attr:`submobjects`
Examples
--------
.. manim:: ShuffleSubmobjectsExample
class ShuffleSubmobjectsExample(Scene):
def construct(self):
s= OpenGLVGroup(*[Dot().shift(i*0.1*RIGHT) for i in range(-20,20)])
s2= s.copy()
s2.shuffle()
s2.shift(DOWN)
self.play(Write(s), Write(s2))
"""
if recurse:
for submob in self.submobjects:
submob.shuffle(recurse=True)
random.shuffle(self.submobjects)
self.assemble_family()
return self
def invert(self, recursive=False):
"""Inverts the list of :attr:`submobjects`.
Parameters
----------
recursive
If ``True``, all submobject lists of this mobject's family are inverted.
Examples
--------
.. manim:: InvertSumobjectsExample
class InvertSumobjectsExample(Scene):
def construct(self):
s = VGroup(*[Dot().shift(i*0.1*RIGHT) for i in range(-20,20)])
s2 = s.copy()
s2.invert()
s2.shift(DOWN)
self.play(Write(s), Write(s2))
"""
if recursive:
for submob in self.submobjects:
submob.invert(recursive=True)
list.reverse(self.submobjects)
# Copying
def copy(self, shallow: bool = False):
"""Create and return an identical copy of the :class:`OpenGLMobject` including all
:attr:`submobjects`.
Returns
-------
:class:`OpenGLMobject`
The copy.
Parameters
----------
shallow
Controls whether a shallow copy is returned.
Note
----
The clone is initially not visible in the Scene, even if the original was.
"""
if not shallow:
return self.deepcopy()
# TODO, either justify reason for shallow copy, or
# remove this redundancy everywhere
# return self.deepcopy()
parents = self.parents
self.parents = []
copy_mobject = copy.copy(self)
self.parents = parents
copy_mobject.data = dict(self.data)
for key in self.data:
copy_mobject.data[key] = self.data[key].copy()
# TODO, are uniforms ever numpy arrays?
copy_mobject.uniforms = dict(self.uniforms)
copy_mobject.submobjects = []
copy_mobject.add(*(sm.copy() for sm in self.submobjects))
copy_mobject.match_updaters(self)
copy_mobject.needs_new_bounding_box = self.needs_new_bounding_box
# Make sure any mobject or numpy array attributes are copied
family = self.get_family()
for attr, value in list(self.__dict__.items()):
if (
isinstance(value, OpenGLMobject)
and value in family
and value is not self
):
setattr(copy_mobject, attr, value.copy())
if isinstance(value, np.ndarray):
setattr(copy_mobject, attr, value.copy())
# if isinstance(value, ShaderWrapper):
# setattr(copy_mobject, attr, value.copy())
return copy_mobject
def deepcopy(self):
parents = self.parents
self.parents = []
result = copy.deepcopy(self)
self.parents = parents
return result
def generate_target(self, use_deepcopy: bool = False):
self.target = None # Prevent exponential explosion
if use_deepcopy:
self.target = self.deepcopy()
else:
self.target = self.copy()
return self.target
def save_state(self, use_deepcopy: bool = False):
"""Save the current state (position, color & size). Can be restored with :meth:`~.OpenGLMobject.restore`."""
if hasattr(self, "saved_state"):
# Prevent exponential growth of data
self.saved_state = None
if use_deepcopy:
self.saved_state = self.deepcopy()
else:
self.saved_state = self.copy()
return self
def restore(self):
"""Restores the state that was previously saved with :meth:`~.OpenGLMobject.save_state`."""
if not hasattr(self, "saved_state") or self.save_state is None:
raise Exception("Trying to restore without having saved")
self.become(self.saved_state)
return self
# Updating
def init_updaters(self):
self.time_based_updaters = []
self.non_time_updaters = []
self.has_updaters = False
self.updating_suspended = False
def update(self, dt=0, recurse=True):
if not self.has_updaters or self.updating_suspended:
return self
for updater in self.time_based_updaters:
updater(self, dt)
for updater in self.non_time_updaters:
updater(self)
if recurse:
for submob in self.submobjects:
submob.update(dt, recurse)
return self
def get_time_based_updaters(self):
return self.time_based_updaters
def has_time_based_updater(self):
return len(self.time_based_updaters) > 0
def get_updaters(self):
return self.time_based_updaters + self.non_time_updaters
def get_family_updaters(self):
return list(it.chain(*(sm.get_updaters() for sm in self.get_family())))
def add_updater(self, update_function, index=None, call_updater=False):
if "dt" in inspect.signature(update_function).parameters:
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()
if call_updater:
self.update()
return self
def remove_updater(self, update_function):
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=True):
self.time_based_updaters = []
self.non_time_updaters = []
self.refresh_has_updater_status()
if recurse:
for submob in self.submobjects:
submob.clear_updaters()
return self
def match_updaters(self, mobject):
self.clear_updaters()
for updater in mobject.get_updaters():
self.add_updater(updater)
return self
def suspend_updating(self, recurse=True):
self.updating_suspended = True
if recurse:
for submob in self.submobjects:
submob.suspend_updating(recurse)
return self
def resume_updating(self, recurse=True, call_updater=True):
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.has_updaters = any(mob.get_updaters() for mob in self.get_family())
return self
# Transforming operations
def shift(self, vector):
self.apply_points_function(
lambda points: points + vector,
about_edge=None,
works_on_bounding_box=True,
)
return self
def scale(
self,
scale_factor: float,
about_point: Sequence[float] | None = None,
about_edge: Sequence[float] = ORIGIN,
**kwargs,
) -> OpenGLMobject:
r"""Scale the size by a factor.
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.
Parameters
----------
scale_factor
The scaling factor :math:`\alpha`. If :math:`0 < |\alpha| < 1`, the mobject
will shrink, and for :math:`|\alpha| > 1` it will grow. Furthermore,
if :math:`\alpha < 0`, the mobject is also flipped.
kwargs
Additional keyword arguments passed to
:meth:`apply_points_function_about_point`.
Returns
-------
OpenGLMobject
The scaled mobject.
Examples
--------
.. manim:: MobjectScaleExample
:save_last_frame:
class MobjectScaleExample(Scene):
def construct(self):
f1 = Text("F")
f2 = Text("F").scale(2)
f3 = Text("F").scale(0.5)
f4 = Text("F").scale(-1)
vgroup = VGroup(f1, f2, f3, f4).arrange(6 * RIGHT)
self.add(vgroup)
See also
--------
:meth:`move_to`
"""
self.apply_points_function(
lambda points: scale_factor * points,
about_point=about_point,
about_edge=about_edge,
works_on_bounding_box=True,
**kwargs,
)
return self
def stretch(self, factor, dim, **kwargs):
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, axis=OUT):
return self.rotate(angle, axis, about_point=ORIGIN)
def rotate(
self,
angle,
axis=OUT,
about_point: Sequence[float] | None = None,
**kwargs,
):
"""Rotates the :class:`~.OpenGLMobject` about a certain point."""
rot_matrix_T = rotation_matrix_transpose(angle, axis)
self.apply_points_function(
lambda points: np.dot(points, rot_matrix_T),
about_point=about_point,
**kwargs,
)
return self
def flip(self, axis=UP, **kwargs):
"""Flips/Mirrors an mobject about its center.
Examples
--------
.. manim:: FlipExample
:save_last_frame:
class FlipExample(Scene):
def construct(self):
s= Line(LEFT, RIGHT+UP).shift(4*LEFT)
self.add(s)
s2= s.copy().flip()
self.add(s2)
"""
return self.rotate(TAU / 2, axis, **kwargs)
def apply_function(self, function, **kwargs):
# 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):
self.move_to(function(self.get_center()))
return self
def apply_function_to_submobject_positions(self, function):
for submob in self.submobjects:
submob.apply_function_to_position(function)
return self
def apply_matrix(self, matrix, **kwargs):
# 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, **kwargs):
"""Applies a complex function to a :class:`OpenGLMobject`.
The x and y coordinates correspond to the real and imaginary parts respectively.
Example
-------
.. manim:: ApplyFuncExample
class ApplyFuncExample(Scene):
def construct(self):
circ = Circle().scale(1.5)
circ_ref = circ.copy()
circ.apply_complex_function(
lambda x: np.exp(x*1j)
)
t = ValueTracker(0)
circ.add_updater(
lambda x: x.become(circ_ref.copy().apply_complex_function(
lambda x: np.exp(x+t.get_value()*1j)
)).set_color(BLUE)
)
self.add(circ_ref)
self.play(TransformFromCopy(circ_ref, circ))
self.play(t.animate.set_value(TAU), run_time=3)
"""
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)
def hierarchical_model_matrix(self):
if self.parent is None:
return self.model_matrix
model_matrices = [self.model_matrix]
current_object = self
while current_object.parent is not None:
model_matrices.append(current_object.parent.model_matrix)
current_object = current_object.parent
return np.linalg.multi_dot(list(reversed(model_matrices)))
def wag(self, direction=RIGHT, axis=DOWN, wag_factor=1.0):
for mob in self.family_members_with_points():
alphas = np.dot(mob.points, np.transpose(axis))
alphas -= min(alphas)
alphas /= max(alphas)
alphas = alphas**wag_factor
mob.set_points(
mob.points
+ np.dot(
alphas.reshape((len(alphas), 1)),
np.array(direction).reshape((1, mob.dim)),
),
)
return self
# Positioning methods
def center(self):
"""Moves the mobject to the center of the Scene."""
self.shift(-self.get_center())
return self
def align_on_border(self, direction, buff=DEFAULT_MOBJECT_TO_EDGE_BUFFER):
"""
Direction just needs to be a vector pointing towards side or
corner in the 2d plane.
"""
target_point = np.sign(direction) * (
config["frame_x_radius"],
config["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=LEFT + DOWN, buff=DEFAULT_MOBJECT_TO_EDGE_BUFFER):
return self.align_on_border(corner, buff)
def to_edge(self, edge=LEFT, buff=DEFAULT_MOBJECT_TO_EDGE_BUFFER):
return self.align_on_border(edge, buff)
def next_to(
self,
mobject_or_point,
direction=RIGHT,
buff=DEFAULT_MOBJECT_TO_MOBJECT_BUFFER,
aligned_edge=ORIGIN,
submobject_to_align=None,
index_of_submobject_to_align=None,
coor_mask=np.array([1, 1, 1]),
):
"""Move this :class:`~.OpenGLMobject` next to another's :class:`~.OpenGLMobject` or coordinate.
Examples
--------
.. manim:: GeometricShapes
:save_last_frame:
class GeometricShapes(Scene):
def construct(self):
d = Dot()
c = Circle()
s = Square()
t = Triangle()
d.next_to(c, RIGHT)
s.next_to(c, LEFT)
t.next_to(c, DOWN)
self.add(d, c, s, t)
"""
if isinstance(mobject_or_point, OpenGLMobject):
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):
space_lengths = [config["frame_x_radius"], config["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):
if self.get_left()[0] > config.frame_x_radius:
return True
if self.get_right()[0] < config.frame_x_radius:
return True
if self.get_bottom()[1] > config.frame_y_radius:
return True
if self.get_top()[1] < -config.frame_y_radius:
return True
return False
def stretch_about_point(self, factor, dim, point):
return self.stretch(factor, dim, about_point=point)
def rescale_to_fit(self, length, dim, stretch=False, **kwargs):
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, **kwargs):
"""Stretches the :class:`~.OpenGLMobject` to fit a width, not keeping height/depth proportional.
Returns
-------
:class:`OpenGLMobject`
``self``
Examples
--------
::
>>> from manim import *
>>> sq = Square()
>>> sq.height
2.0
>>> sq.stretch_to_fit_width(5)
Square
>>> sq.width
5.0
>>> sq.height
2.0
"""
return self.rescale_to_fit(width, 0, stretch=True, **kwargs)
def stretch_to_fit_height(self, height, **kwargs):
"""Stretches the :class:`~.OpenGLMobject` to fit a height, not keeping width/height proportional."""
return self.rescale_to_fit(height, 1, stretch=True, **kwargs)
def stretch_to_fit_depth(self, depth, **kwargs):
"""Stretches the :class:`~.OpenGLMobject` to fit a depth, not keeping width/height proportional."""
return self.rescale_to_fit(depth, 1, stretch=True, **kwargs)
def set_width(self, width, stretch=False, **kwargs):
"""Scales the :class:`~.OpenGLMobject` to fit a width while keeping height/depth proportional.
Returns
-------
:class:`OpenGLMobject`
``self``
Examples
--------
::
>>> from manim import *
>>> sq = Square()
>>> sq.height
2.0
>>> sq.scale_to_fit_width(5)
Square
>>> sq.width
5.0
>>> sq.height
5.0
"""
return self.rescale_to_fit(width, 0, stretch=stretch, **kwargs)
scale_to_fit_width = set_width
def set_height(self, height, stretch=False, **kwargs):
"""Scales the :class:`~.OpenGLMobject` to fit a height while keeping width/depth proportional."""
return self.rescale_to_fit(height, 1, stretch=stretch, **kwargs)
scale_to_fit_height = set_height
def set_depth(self, depth, stretch=False, **kwargs):
"""Scales the :class:`~.OpenGLMobject` to fit a depth while keeping width/height proportional."""
return self.rescale_to_fit(depth, 2, stretch=stretch, **kwargs)
scale_to_fit_depth = set_depth
def set_coord(self, value, dim, direction=ORIGIN):
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, direction=ORIGIN):
"""Set x value of the center of the :class:`~.OpenGLMobject` (``int`` or ``float``)"""
return self.set_coord(x, 0, direction)
def set_y(self, y, direction=ORIGIN):
"""Set y value of the center of the :class:`~.OpenGLMobject` (``int`` or ``float``)"""
return self.set_coord(y, 1, direction)
def set_z(self, z, direction=ORIGIN):
"""Set z value of the center of the :class:`~.OpenGLMobject` (``int`` or ``float``)"""
return self.set_coord(z, 2, direction)
def space_out_submobjects(self, factor=1.5, **kwargs):
self.scale(factor, **kwargs)
for submob in self.submobjects:
submob.scale(1.0 / factor)
return self
def move_to(
self,
point_or_mobject,
aligned_edge=ORIGIN,
coor_mask=np.array([1, 1, 1]),
):
"""Move center of the :class:`~.OpenGLMobject` to certain coordinate."""
if isinstance(point_or_mobject, OpenGLMobject):
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, dim_to_match=0, stretch=False):
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: OpenGLMobject,
dim_to_match: int = 0,
stretch: bool = False,
buff: float = MED_SMALL_BUFF,
):
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, end):
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 = np.array(end) - np.array(start)
axis = (
normalize(np.cross(curr_vect, target_vect))
if np.linalg.norm(np.cross(curr_vect, target_vect)) != 0
else OUT
)
self.scale(
np.linalg.norm(target_vect) / np.linalg.norm(curr_vect),
about_point=curr_start,
)
self.rotate(
angle_between_vectors(curr_vect, target_vect),
about_point=curr_start,
axis=axis,
)
self.shift(start - curr_start)
return self
# Color functions
def set_rgba_array(self, color=None, opacity=None, name="rgbas", recurse=True):
if color is not None:
rgbs = np.array([color_to_rgb(c) for c in listify(color)])
if opacity is not None:
opacities = listify(opacity)
# Color only
if color is not None and opacity is None:
for mob in self.get_family(recurse):
mob.data[name] = resize_array(
mob.data[name] if name in mob.data else np.empty((1, 3)), len(rgbs)
)
mob.data[name][:, :3] = rgbs
# Opacity only
if color is None and opacity is not None:
for mob in self.get_family(recurse):
mob.data[name] = resize_array(
mob.data[name] if name in mob.data else np.empty((1, 3)),
len(opacities),
)
mob.data[name][:, 3] = opacities
# Color and opacity
if color is not None and opacity is not None:
rgbas = np.array([[*rgb, o] for rgb, o in zip(*make_even(rgbs, opacities))])
for mob in self.get_family(recurse):
mob.data[name] = rgbas.copy()
return self
def set_rgba_array_direct(self, rgbas: np.ndarray, name="rgbas", recurse=True):
"""Directly set rgba data from `rgbas` and optionally do the same recursively
with submobjects. This can be used if the `rgbas` have already been generated
with the correct shape and simply need to be set.
Parameters
----------
rgbas
the rgba to be set as data
name
the name of the data attribute to be set
recurse
set to true to recursively apply this method to submobjects
"""
for mob in self.get_family(recurse):
mob.data[name] = rgbas.copy()
def set_color(self, color: ParsableManimColor | None, opacity=None, recurse=True):
self.set_rgba_array(color, opacity, recurse=False)
# Recurse to submobjects differently from how set_rgba_array
# in case they implement set_color differently
if color is not None:
self.color: ManimColor = ManimColor.parse(color)
if opacity is not None:
self.opacity = opacity
if recurse:
for submob in self.submobjects:
submob.set_color(color, recurse=True)
return self
def set_opacity(self, opacity, recurse=True):
self.set_rgba_array(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):
return rgb_to_hex(self.rgbas[0, :3])
def get_opacity(self):
return self.rgbas[0, 3]
def set_color_by_gradient(self, *colors):
self.set_submobject_colors_by_gradient(*colors)
return self
def set_submobject_colors_by_gradient(self, *colors):
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=0.5, recurse=True):
self.set_opacity(1.0 - darkness, recurse=recurse)
def get_gloss(self):
return self.gloss
def set_gloss(self, gloss, recurse=True):
for mob in self.get_family(recurse):
mob.gloss = gloss
return self
def get_shadow(self):
return self.shadow
def set_shadow(self, shadow, recurse=True):
for mob in self.get_family(recurse):
mob.shadow = shadow
return self
# Background rectangle
def add_background_rectangle(
self, color: ParsableManimColor | None = None, opacity: float = 0.75, **kwargs
):
# TODO, this does not behave well when the mobject has points,
# since it gets displayed on top
"""Add a BackgroundRectangle as submobject.
The BackgroundRectangle is added behind other submobjects.
This can be used to increase the mobjects visibility in front of a noisy background.
Parameters
----------
color
The color of the BackgroundRectangle
opacity
The opacity of the BackgroundRectangle
kwargs
Additional keyword arguments passed to the BackgroundRectangle constructor
Returns
-------
:class:`OpenGLMobject`
``self``
See Also
--------
:meth:`add_to_back`
:class:`~.BackgroundRectangle`
"""
from manim.mobject.geometry.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):
for submobject in self.submobjects:
submobject.add_background_rectangle(**kwargs)
return self
def add_background_rectangle_to_family_members_with_points(self, **kwargs):
for mob in self.family_members_with_points():
mob.add_background_rectangle(**kwargs)
return self
# Getters
def get_bounding_box_point(self, direction):
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) -> np.ndarray:
"""Get edge coordinates for certain direction."""
return self.get_bounding_box_point(direction)
def get_corner(self, direction) -> np.ndarray:
"""Get corner coordinates for certain direction."""
return self.get_bounding_box_point(direction)
def get_center(self) -> np.ndarray:
"""Get center coordinates."""
return self.get_bounding_box()[1]
def get_center_of_mass(self):
return self.get_all_points().mean(0)
def get_boundary_point(self, direction):
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):
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) -> np.ndarray:
"""Get top coordinates of a box bounding the :class:`~.OpenGLMobject`"""
return self.get_edge_center(UP)
def get_bottom(self) -> np.ndarray:
"""Get bottom coordinates of a box bounding the :class:`~.OpenGLMobject`"""
return self.get_edge_center(DOWN)
def get_right(self) -> np.ndarray:
"""Get right coordinates of a box bounding the :class:`~.OpenGLMobject`"""
return self.get_edge_center(RIGHT)
def get_left(self) -> np.ndarray:
"""Get left coordinates of a box bounding the :class:`~.OpenGLMobject`"""
return self.get_edge_center(LEFT)
def get_zenith(self) -> np.ndarray:
"""Get zenith coordinates of a box bounding a 3D :class:`~.OpenGLMobject`."""
return self.get_edge_center(OUT)
def get_nadir(self) -> np.ndarray:
"""Get nadir (opposite the zenith) coordinates of a box bounding a 3D :class:`~.OpenGLMobject`."""
return self.get_edge_center(IN)
def length_over_dim(self, dim):
bb = self.get_bounding_box()
return abs((bb[2] - bb[0])[dim])
def get_width(self):
"""Returns the width of the mobject."""
return self.length_over_dim(0)
def get_height(self):
"""Returns the height of the mobject."""
return self.length_over_dim(1)
def get_depth(self):
"""Returns the depth of the mobject."""
return self.length_over_dim(2)
def get_coord(self, dim: int, direction=ORIGIN):
"""Meant to generalize ``get_x``, ``get_y`` and ``get_z``"""
return self.get_bounding_box_point(direction)[dim]
def get_x(self, direction=ORIGIN) -> np.float64:
"""Returns x coordinate of the center of the :class:`~.OpenGLMobject` as ``float``"""
return self.get_coord(0, direction)
def get_y(self, direction=ORIGIN) -> np.float64:
"""Returns y coordinate of the center of the :class:`~.OpenGLMobject` as ``float``"""
return self.get_coord(1, direction)
def get_z(self, direction=ORIGIN) -> np.float64:
"""Returns z coordinate of the center of the :class:`~.OpenGLMobject` as ``float``"""
return self.get_coord(2, direction)
def get_start(self):
"""Returns the point, where the stroke that surrounds the :class:`~.OpenGLMobject` starts."""
self.throw_error_if_no_points()
return np.array(self.points[0])
def get_end(self):
"""Returns the point, where the stroke that surrounds the :class:`~.OpenGLMobject` ends."""
self.throw_error_if_no_points()
return np.array(self.points[-1])
def get_start_and_end(self):
"""Returns starting and ending point of a stroke as a ``tuple``."""
return self.get_start(), self.get_end()
def point_from_proportion(self, alpha):
points = self.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):
template = self.copy()
template.submobjects = []
alphas = np.linspace(0, 1, n_pieces + 1)
return OpenGLGroup(
*(
template.copy().pointwise_become_partial(self, a1, a2)
for a1, a2 in zip(alphas[:-1], alphas[1:])
)
)
def get_z_index_reference_point(self):
# 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: OpenGLMobject):
"""Match the color with the color of another :class:`~.OpenGLMobject`."""
return self.set_color(mobject.get_color())
def match_dim_size(self, mobject: OpenGLMobject, dim, **kwargs):
"""Match the specified dimension with the dimension of another :class:`~.OpenGLMobject`."""
return self.rescale_to_fit(mobject.length_over_dim(dim), dim, **kwargs)
def match_width(self, mobject: OpenGLMobject, **kwargs):
"""Match the width with the width of another :class:`~.OpenGLMobject`."""
return self.match_dim_size(mobject, 0, **kwargs)
def match_height(self, mobject: OpenGLMobject, **kwargs):
"""Match the height with the height of another :class:`~.OpenGLMobject`."""
return self.match_dim_size(mobject, 1, **kwargs)
def match_depth(self, mobject: OpenGLMobject, **kwargs):
"""Match the depth with the depth of another :class:`~.OpenGLMobject`."""
return self.match_dim_size(mobject, 2, **kwargs)
def match_coord(self, mobject: OpenGLMobject, dim, direction=ORIGIN):
"""Match the coordinates with the coordinates of another :class:`~.OpenGLMobject`."""
return self.set_coord(
mobject.get_coord(dim, direction),
dim=dim,
direction=direction,
)
def match_x(self, mobject, direction=ORIGIN):
"""Match x coord. to the x coord. of another :class:`~.OpenGLMobject`."""
return self.match_coord(mobject, 0, direction)
def match_y(self, mobject, direction=ORIGIN):
"""Match y coord. to the x coord. of another :class:`~.OpenGLMobject`."""
return self.match_coord(mobject, 1, direction)
def match_z(self, mobject, direction=ORIGIN):
"""Match z coord. to the x coord. of another :class:`~.OpenGLMobject`."""
return self.match_coord(mobject, 2, direction)
def align_to(
self,
mobject_or_point: OpenGLMobject | Sequence[float],
direction=ORIGIN,
):
"""
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, OpenGLMobject):
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 OpenGLGroup
@staticmethod
def get_mobject_type_class():
"""Return the base class of this mobject type."""
return OpenGLMobject
# Alignment
def align_data_and_family(self, mobject):
self.align_family(mobject)
self.align_data(mobject)
def align_data(self, mobject):
# In case any data arrays get resized when aligned to shader data
# self.refresh_shader_data()
for mob1, mob2 in zip(self.get_family(), mobject.get_family()):
# Separate out how points are treated so that subclasses
# can handle that case differently if they choose
mob1.align_points(mob2)
for key in mob1.data.keys() & mob2.data.keys():
if key == "points":
continue
arr1 = mob1.data[key]
arr2 = mob2.data[key]
if len(arr2) > len(arr1):
mob1.data[key] = resize_preserving_order(arr1, len(arr2))
elif len(arr1) > len(arr2):
mob2.data[key] = resize_preserving_order(arr2, len(arr1))
def align_points(self, mobject):
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):
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):
copy = self.deepcopy()
copy.submobjects = []
self.resize_points(0)
self.add(copy)
return self
def add_n_more_submobjects(self, n):
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.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 _ in range(1, sf):
new_submob = submob.copy()
# If the submobject is at all transparent, then
# make the copy completely transparent
if submob.get_opacity() < 1:
new_submob.set_opacity(0)
new_submobs.append(new_submob)
self.submobjects = new_submobs
return self
# Interpolate
def interpolate(self, mobject1, mobject2, alpha, path_func=straight_path()):
"""Turns this :class:`~.OpenGLMobject` into an interpolation between ``mobject1``
and ``mobject2``.
Examples
--------
.. manim:: DotInterpolation
:save_last_frame:
class DotInterpolation(Scene):
def construct(self):
dotR = Dot(color=DARK_GREY)
dotR.shift(2 * RIGHT)
dotL = Dot(color=WHITE)
dotL.shift(2 * LEFT)
dotMiddle = OpenGLVMobject().interpolate(dotL, dotR, alpha=0.3)
self.add(dotL, dotR, dotMiddle)
"""
for key in self.data:
if key in self.locked_data_keys:
continue
if len(self.data[key]) == 0:
continue
if key not in mobject1.data or key not in mobject2.data:
continue
if key in ("points", "bounding_box"):
func = path_func
else:
func = interpolate
self.data[key][:] = func(mobject1.data[key], mobject2.data[key], alpha)
for key in self.uniforms:
if key != "fixed_orientation_center":
self.uniforms[key] = interpolate(
mobject1.uniforms[key],
mobject2.uniforms[key],
alpha,
)
else:
self.uniforms["fixed_orientation_center"] = tuple(
interpolate(
np.array(mobject1.uniforms["fixed_orientation_center"]),
np.array(mobject2.uniforms["fixed_orientation_center"]),
alpha,
)
)
return self
def pointwise_become_partial(self, mobject, a, b):
"""
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.
"""
pass # To implement in subclass
def become(
self,
mobject: OpenGLMobject,
match_height: bool = False,
match_width: bool = False,
match_depth: bool = False,
match_center: bool = False,
stretch: bool = False,
):
"""Edit all data and submobjects to be identical
to another :class:`~.OpenGLMobject`
.. note::
If both match_height and match_width are ``True`` then the transformed :class:`~.OpenGLMobject`
will match the height first and then the width
Parameters
----------
match_height
If ``True``, then the transformed :class:`~.OpenGLMobject` will match the height of the original
match_width
If ``True``, then the transformed :class:`~.OpenGLMobject` will match the width of the original
match_depth
If ``True``, then the transformed :class:`~.OpenGLMobject` will match the depth of the original
match_center
If ``True``, then the transformed :class:`~.OpenGLMobject` will match the center of the original
stretch
If ``True``, then the transformed :class:`~.OpenGLMobject` will stretch to fit the proportions of the original
Examples
--------
.. manim:: BecomeScene
class BecomeScene(Scene):
def construct(self):
circ = Circle(fill_color=RED, fill_opacity=0.8)
square = Square(fill_color=BLUE, fill_opacity=0.2)
self.add(circ)
self.wait(0.5)
circ.become(square)
self.wait(0.5)
"""
if stretch:
mobject.stretch_to_fit_height(self.height)
mobject.stretch_to_fit_width(self.width)
mobject.stretch_to_fit_depth(self.depth)
else:
if match_height:
mobject.match_height(self)
if match_width:
mobject.match_width(self)
if match_depth:
mobject.match_depth(self)
if match_center:
mobject.move_to(self.get_center())
self.align_family(mobject)
for sm1, sm2 in zip(self.get_family(), mobject.get_family()):
sm1.set_data(sm2.data)
sm1.set_uniforms(sm2.uniforms)
self.refresh_bounding_box(recurse_down=True)
return self
# Locking data
def lock_data(self, keys):
"""
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
# Be sure shader data has most up to date information
self.refresh_shader_data()
self.locked_data_keys = set(keys)
def lock_matching_data(self, mobject1, mobject2):
for sm, sm1, sm2 in zip(
self.get_family(),
mobject1.get_family(),
mobject2.get_family(),
):
keys = sm.data.keys() & sm1.data.keys() & sm2.data.keys()
sm.lock_data(
list(
filter(
lambda key: np.all(sm1.data[key] == sm2.data[key]),
keys,
),
),
)
return self
def unlock_data(self):
for mob in self.get_family():
mob.locked_data_keys = set()
# Operations touching shader uniforms
@affects_shader_info_id
def fix_in_frame(self):
self.is_fixed_in_frame = 1.0
return self
@affects_shader_info_id
def fix_orientation(self):
self.is_fixed_orientation = 1.0
self.fixed_orientation_center = tuple(self.get_center())
self.depth_test = True
return self
@affects_shader_info_id
def unfix_from_frame(self):
self.is_fixed_in_frame = 0.0
return self
@affects_shader_info_id
def unfix_orientation(self):
self.is_fixed_orientation = 0.0
self.fixed_orientation_center = (0, 0, 0)
self.depth_test = False
return self
@affects_shader_info_id
def apply_depth_test(self):
self.depth_test = True
return self
@affects_shader_info_id
def deactivate_depth_test(self):
self.depth_test = False
return self
# Shader code manipulation
def replace_shader_code(self, old, new):
# TODO, will this work with VMobject structure, given
# that it does not simpler return shader_wrappers of
# family?
for wrapper in self.get_shader_wrapper_list():
wrapper.replace_code(old, new)
return self
def set_color_by_code(self, glsl_code):
"""
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,
min_value=-5.0,
max_value=5.0,
colormap="viridis",
):
"""
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 refresh_shader_wrapper_id(self):
self.get_shader_wrapper().refresh_id()
return self
def get_shader_wrapper(self):
from manim.renderer.shader_wrapper import ShaderWrapper
# if hasattr(self, "__shader_wrapper"):
# return self.__shader_wrapper
self.shader_wrapper = ShaderWrapper(
vert_data=self.get_shader_data(),
vert_indices=self.get_shader_vert_indices(),
uniforms=self.get_shader_uniforms(),
depth_test=self.depth_test,
texture_paths=self.texture_paths,
render_primitive=self.render_primitive,
shader_folder=self.__class__.shader_folder,
)
return self.shader_wrapper
def get_shader_wrapper_list(self):
shader_wrappers = it.chain(
[self.get_shader_wrapper()],
*(sm.get_shader_wrapper_list() for sm in self.submobjects),
)
batches = batch_by_property(shader_wrappers, lambda sw: sw.get_id())
result = []
for wrapper_group, _ 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 check_data_alignment(self, array, data_key):
# Makes sure that self.data[key] can be broadcast into
# the given array, meaning its length has to be either 1
# or the length of the array
d_len = len(self.data[data_key])
if d_len != 1 and d_len != len(array):
self.data[data_key] = resize_with_interpolation(
self.data[data_key],
len(array),
)
return self
def get_resized_shader_data_array(self, length):
# If possible, try to populate an existing array, rather
# than recreating it each frame
points = self.points
shader_data = np.zeros(len(points), dtype=self.shader_dtype)
return shader_data
def read_data_to_shader(self, shader_data, shader_data_key, data_key):
if data_key in self.locked_data_keys:
return
self.check_data_alignment(shader_data, data_key)
shader_data[shader_data_key] = self.data[data_key]
def get_shader_data(self):
shader_data = self.get_resized_shader_data_array(self.get_num_points())
self.read_data_to_shader(shader_data, "point", "points")
return shader_data
def refresh_shader_data(self):
self.get_shader_data()
def get_shader_uniforms(self):
return self.uniforms
def get_shader_vert_indices(self):
return self.shader_indices
@property
def submobjects(self):
return self._submobjects if hasattr(self, "_submobjects") else []
@submobjects.setter
def submobjects(self, submobject_list):
self.remove(*self.submobjects)
self.add(*submobject_list)
# Errors
def throw_error_if_no_points(self):
if not self.has_points():
message = (
"Cannot call OpenGLMobject.{} " + "for a OpenGLMobject with no points"
)
caller_name = sys._getframe(1).f_code.co_name
raise Exception(message.format(caller_name))
class OpenGLGroup(OpenGLMobject):
def __init__(self, *mobjects, **kwargs):
if not all(isinstance(m, OpenGLMobject) for m in mobjects):
raise Exception("All submobjects must be of type OpenGLMobject")
super().__init__(**kwargs)
self.add(*mobjects)
class OpenGLPoint(OpenGLMobject):
def __init__(
self, location=ORIGIN, artificial_width=1e-6, artificial_height=1e-6, **kwargs
):
self.artificial_width = artificial_width
self.artificial_height = artificial_height
super().__init__(**kwargs)
self.set_location(location)
def get_width(self):
return self.artificial_width
def get_height(self):
return self.artificial_height
def get_location(self):
return self.points[0].copy()
def get_bounding_box_point(self, *args, **kwargs):
return self.get_location()
def set_location(self, new_loc):
self.set_points(np.array(new_loc, ndmin=2, dtype=float))
class _AnimationBuilder:
def __init__(self, mobject):
self.mobject = mobject
self.mobject.generate_target()
self.overridden_animation = None
self.is_chaining = False
self.methods = []
# Whether animation args can be passed
self.cannot_pass_args = False
self.anim_args = {}
def __call__(self, **kwargs):
if self.cannot_pass_args:
raise ValueError(
"Animation arguments must be passed before accessing methods and can only be passed once",
)
self.anim_args = kwargs
self.cannot_pass_args = True
return self
def __getattr__(self, method_name):
method = getattr(self.mobject.target, method_name)
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,
anim_args=self.anim_args,
**method_kwargs,
)
else:
self.methods.append([method, method_args, method_kwargs])
method(*method_args, **method_kwargs)
return self
self.is_chaining = True
self.cannot_pass_args = True
return update_target
def build(self):
from manim.animation.transform import _MethodAnimation
if self.overridden_animation:
anim = self.overridden_animation
else:
anim = _MethodAnimation(self.mobject, self.methods)
for attr, value in self.anim_args.items():
setattr(anim, attr, value)
return anim
def override_animate(method):
r"""Decorator for overriding method animations.
This allows to specify a method (returning an :class:`~.Animation`)
which is called when the decorated method is used with the ``.animate`` syntax
for animating the application of a method.
.. seealso::
:attr:`OpenGLMobject.animate`
.. note::
Overridden methods cannot be combined with normal or other overridden
methods using method chaining with the ``.animate`` syntax.
Examples
--------
.. manim:: AnimationOverrideExample
class CircleWithContent(VGroup):
def __init__(self, content):
super().__init__()
self.circle = Circle()
self.content = content
self.add(self.circle, content)
content.move_to(self.circle.get_center())
def clear_content(self):
self.remove(self.content)
self.content = None
@override_animate(clear_content)
def _clear_content_animation(self, anim_args=None):
if anim_args is None:
anim_args = {}
anim = Uncreate(self.content, **anim_args)
self.clear_content()
return anim
class AnimationOverrideExample(Scene):
def construct(self):
t = Text("hello!")
my_mobject = CircleWithContent(t)
self.play(Create(my_mobject))
self.play(my_mobject.animate.clear_content())
self.wait()
"""
def decorator(animation_method):
method._override_animate = animation_method
return animation_method
return decorator
|
manim_ManimCommunity/manim/mobject/opengl/dot_cloud.py
|
from __future__ import annotations
__all__ = ["TrueDot", "DotCloud"]
import numpy as np
from manim.constants import ORIGIN, RIGHT, UP
from manim.mobject.opengl.opengl_point_cloud_mobject import OpenGLPMobject
from manim.utils.color import YELLOW
class DotCloud(OpenGLPMobject):
def __init__(
self, color=YELLOW, stroke_width=2.0, radius=2.0, density=10, **kwargs
):
self.radius = radius
self.epsilon = 1.0 / density
super().__init__(
stroke_width=stroke_width, density=density, color=color, **kwargs
)
def init_points(self):
self.points = np.array(
[
r * (np.cos(theta) * RIGHT + np.sin(theta) * UP)
for r in np.arange(self.epsilon, self.radius, self.epsilon)
# Num is equal to int(stop - start)/ (step + 1) reformulated.
for theta in np.linspace(
0,
2 * np.pi,
num=int(2 * np.pi * (r + self.epsilon) / self.epsilon),
)
],
dtype=np.float32,
)
def make_3d(self, gloss=0.5, shadow=0.2):
self.set_gloss(gloss)
self.set_shadow(shadow)
self.apply_depth_test()
return self
class TrueDot(DotCloud):
def __init__(self, center=ORIGIN, stroke_width=2.0, **kwargs):
self.radius = stroke_width
super().__init__(points=[center], stroke_width=stroke_width, **kwargs)
|
manim_ManimCommunity/manim/mobject/opengl/opengl_compatibility.py
|
from __future__ import annotations
from abc import ABCMeta
from manim import config
from manim.mobject.opengl.opengl_mobject import OpenGLMobject
from manim.mobject.opengl.opengl_point_cloud_mobject import OpenGLPMobject
from manim.mobject.opengl.opengl_three_dimensions import OpenGLSurface
from manim.mobject.opengl.opengl_vectorized_mobject import OpenGLVMobject
from ...constants import RendererType
__all__ = ["ConvertToOpenGL"]
class ConvertToOpenGL(ABCMeta):
"""Metaclass for swapping (V)Mobject with its OpenGL counterpart at runtime
depending on config.renderer. This metaclass should only need to be inherited
on the lowest order inheritance classes such as Mobject and VMobject.
"""
_converted_classes = []
def __new__(mcls, name, bases, namespace): # noqa: B902
if config.renderer == RendererType.OPENGL:
# Must check class names to prevent
# cyclic importing.
base_names_to_opengl = {
"Mobject": OpenGLMobject,
"VMobject": OpenGLVMobject,
"PMobject": OpenGLPMobject,
"Mobject1D": OpenGLPMobject,
"Mobject2D": OpenGLPMobject,
"Surface": OpenGLSurface,
}
bases = tuple(
base_names_to_opengl.get(base.__name__, base) for base in bases
)
return super().__new__(mcls, name, bases, namespace)
def __init__(cls, name, bases, namespace): # noqa: B902
super().__init__(name, bases, namespace)
cls._converted_classes.append(cls)
|
manim_ManimCommunity/manim/mobject/svg/svg_mobject.py
|
"""Mobjects generated from an SVG file."""
from __future__ import annotations
import os
from pathlib import Path
from xml.etree import ElementTree as ET
import numpy as np
import svgelements as se
from manim import config, logger
from ...constants import RIGHT
from ...utils.bezier import get_quadratic_approximation_of_cubic
from ...utils.images import get_full_vector_image_path
from ...utils.iterables import hash_obj
from ..geometry.arc import Circle
from ..geometry.line import Line
from ..geometry.polygram import Polygon, Rectangle, RoundedRectangle
from ..opengl.opengl_compatibility import ConvertToOpenGL
from ..types.vectorized_mobject import VMobject
__all__ = ["SVGMobject", "VMobjectFromSVGPath"]
SVG_HASH_TO_MOB_MAP: dict[int, VMobject] = {}
def _convert_point_to_3d(x: float, y: float) -> np.ndarray:
return np.array([x, y, 0.0])
class SVGMobject(VMobject, metaclass=ConvertToOpenGL):
"""A vectorized mobject created from importing an SVG file.
Parameters
----------
file_name
The path to the SVG file.
should_center
Whether or not the mobject should be centered after
being imported.
height
The target height of the mobject, set to 2 Manim units by default.
If the height and width are both set to ``None``, the mobject
is imported without being scaled.
width
The target width of the mobject, set to ``None`` by default. If
the height and the width are both set to ``None``, the mobject
is imported without being scaled.
color
The color (both fill and stroke color) of the mobject. If
``None`` (the default), the colors set in the SVG file
are used.
opacity
The opacity (both fill and stroke opacity) of the mobject.
If ``None`` (the default), the opacity set in the SVG file
is used.
fill_color
The fill color of the mobject. If ``None`` (the default),
the fill colors set in the SVG file are used.
fill_opacity
The fill opacity of the mobject. If ``None`` (the default),
the fill opacities set in the SVG file are used.
stroke_color
The stroke color of the mobject. If ``None`` (the default),
the stroke colors set in the SVG file are used.
stroke_opacity
The stroke opacity of the mobject. If ``None`` (the default),
the stroke opacities set in the SVG file are used.
stroke_width
The stroke width of the mobject. If ``None`` (the default),
the stroke width values set in the SVG file are used.
svg_default
A dictionary in which fallback values for unspecified
properties of elements in the SVG file are defined. If
``None`` (the default), ``color``, ``opacity``, ``fill_color``
``fill_opacity``, ``stroke_color``, and ``stroke_opacity``
are set to ``None``, and ``stroke_width`` is set to 0.
path_string_config
A dictionary with keyword arguments passed to
:class:`.VMobjectFromSVGPath` used for importing path elements.
If ``None`` (the default), no additional arguments are passed.
use_svg_cache
If True (default), the svg inputs (e.g. file_name, settings)
will be used as a key and a copy of the created mobject will
be saved using that key to be quickly retrieved if the same
inputs need be processed later. For large SVGs which are used
only once, this can be omitted to improve performance.
kwargs
Further arguments passed to the parent class.
"""
def __init__(
self,
file_name: str | os.PathLike | None = None,
should_center: bool = True,
height: float | None = 2,
width: float | None = None,
color: str | None = None,
opacity: float | None = None,
fill_color: str | None = None,
fill_opacity: float | None = None,
stroke_color: str | None = None,
stroke_opacity: float | None = None,
stroke_width: float | None = None,
svg_default: dict | None = None,
path_string_config: dict | None = None,
use_svg_cache: bool = True,
**kwargs,
):
super().__init__(color=None, stroke_color=None, fill_color=None, **kwargs)
# process keyword arguments
self.file_name = Path(file_name) if file_name is not None else None
self.should_center = should_center
self.svg_height = height
self.svg_width = width
self.color = color
self.opacity = opacity
self.fill_color = fill_color
self.fill_opacity = fill_opacity
self.stroke_color = stroke_color
self.stroke_opacity = stroke_opacity
self.stroke_width = stroke_width
if svg_default is None:
svg_default = {
"color": None,
"opacity": None,
"fill_color": None,
"fill_opacity": None,
"stroke_width": 0,
"stroke_color": None,
"stroke_opacity": None,
}
self.svg_default = svg_default
if path_string_config is None:
path_string_config = {}
self.path_string_config = path_string_config
self.init_svg_mobject(use_svg_cache=use_svg_cache)
self.set_style(
fill_color=fill_color,
fill_opacity=fill_opacity,
stroke_color=stroke_color,
stroke_opacity=stroke_opacity,
stroke_width=stroke_width,
)
self.move_into_position()
def init_svg_mobject(self, use_svg_cache: bool) -> None:
"""Checks whether the SVG has already been imported and
generates it if not.
See also
--------
:meth:`.SVGMobject.generate_mobject`
"""
if use_svg_cache:
hash_val = hash_obj(self.hash_seed)
if hash_val in SVG_HASH_TO_MOB_MAP:
mob = SVG_HASH_TO_MOB_MAP[hash_val].copy()
self.add(*mob)
return
self.generate_mobject()
if use_svg_cache:
SVG_HASH_TO_MOB_MAP[hash_val] = self.copy()
@property
def hash_seed(self) -> tuple:
"""A unique hash representing the result of the generated
mobject points.
Used as keys in the ``SVG_HASH_TO_MOB_MAP`` caching dictionary.
"""
return (
self.__class__.__name__,
self.svg_default,
self.path_string_config,
self.file_name,
config.renderer,
)
def generate_mobject(self) -> None:
"""Parse the SVG and translate its elements to submobjects."""
file_path = self.get_file_path()
element_tree = ET.parse(file_path)
new_tree = self.modify_xml_tree(element_tree)
# Create a temporary svg file to dump modified svg to be parsed
modified_file_path = file_path.with_name(f"{file_path.stem}_{file_path.suffix}")
new_tree.write(modified_file_path)
svg = se.SVG.parse(modified_file_path)
modified_file_path.unlink()
mobjects = self.get_mobjects_from(svg)
self.add(*mobjects)
self.flip(RIGHT) # Flip y
def get_file_path(self) -> Path:
"""Search for an existing file based on the specified file name."""
if self.file_name is None:
raise ValueError("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:
"""Modifies the SVG element tree to include default
style information.
Parameters
----------
element_tree
The parsed element tree from the SVG file.
"""
config_style_dict = self.generate_config_style_dict()
style_keys = (
"fill",
"fill-opacity",
"stroke",
"stroke-opacity",
"stroke-width",
"style",
)
root = element_tree.getroot()
root_style_dict = {k: v for k, v in root.attrib.items() if k in style_keys}
new_root = ET.Element("svg", {})
config_style_node = ET.SubElement(new_root, "g", config_style_dict)
root_style_node = ET.SubElement(config_style_node, "g", root_style_dict)
root_style_node.extend(root)
return ET.ElementTree(new_root)
def generate_config_style_dict(self) -> dict[str, str]:
"""Generate a dictionary holding the default style information."""
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 get_mobjects_from(self, svg: se.SVG) -> list[VMobject]:
"""Convert the elements of the SVG to a list of mobjects.
Parameters
----------
svg
The parsed SVG file.
"""
result = []
for shape in svg.elements():
if isinstance(shape, se.Group):
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 isinstance(shape, se.Use) or type(shape) is se.SVGElement:
continue
else:
logger.warning(f"Unsupported element type: {type(shape)}")
continue
if mob is None or not mob.has_points():
continue
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:
"""Apply SVG transformations to the converted mobject.
Parameters
----------
mob
The converted mobject.
matrix
The transformation matrix determined from the SVG
transformation.
"""
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:
"""Apply SVG style information to the converted mobject.
Parameters
----------
mob
The converted mobject.
shape
The parsed SVG element.
"""
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:
"""Convert a path element to a vectorized mobject.
Parameters
----------
path
The parsed SVG path.
"""
return VMobjectFromSVGPath(path, **self.path_string_config)
@staticmethod
def line_to_mobject(line: se.Line) -> Line:
"""Convert a line element to a vectorized mobject.
Parameters
----------
line
The parsed SVG line.
"""
return Line(
start=_convert_point_to_3d(line.x1, line.y1),
end=_convert_point_to_3d(line.x2, line.y2),
)
@staticmethod
def rect_to_mobject(rect: se.Rect) -> Rectangle:
"""Convert a rectangle element to a vectorized mobject.
Parameters
----------
rect
The parsed SVG 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
@staticmethod
def ellipse_to_mobject(ellipse: se.Ellipse | se.Circle) -> Circle:
"""Convert an ellipse or circle element to a vectorized mobject.
Parameters
----------
ellipse
The parsed SVG ellipse or circle.
"""
mob = Circle(radius=ellipse.rx)
if ellipse.rx != ellipse.ry:
mob.stretch_to_fit_height(2 * ellipse.ry)
mob.shift(_convert_point_to_3d(ellipse.cx, ellipse.cy))
return mob
@staticmethod
def polygon_to_mobject(polygon: se.Polygon) -> Polygon:
"""Convert a polygon element to a vectorized mobject.
Parameters
----------
polygon
The parsed SVG polygon.
"""
points = [_convert_point_to_3d(*point) for point in polygon]
return Polygon(*points)
def polyline_to_mobject(self, polyline: se.Polyline) -> VMobject:
"""Convert a polyline element to a vectorized mobject.
Parameters
----------
polyline
The parsed SVG polyline.
"""
points = [_convert_point_to_3d(*point) for point in polyline]
vmobject_class = self.get_mobject_type_class()
return vmobject_class().set_points_as_corners(points)
@staticmethod
def text_to_mobject(text: se.Text):
"""Convert a text element to a vectorized mobject.
.. warning::
Not yet implemented.
Parameters
----------
text
The parsed SVG text.
"""
logger.warning(f"Unsupported element type: {type(text)}")
return
def move_into_position(self) -> None:
"""Scale and move the generated mobject into position."""
if self.should_center:
self.center()
if self.svg_height is not None:
self.set(height=self.svg_height)
if self.svg_width is not None:
self.set(width=self.svg_width)
class VMobjectFromSVGPath(VMobject, metaclass=ConvertToOpenGL):
"""A vectorized mobject representing an SVG path.
.. note::
The ``long_lines``, ``should_subdivide_sharp_curves``,
and ``should_remove_null_curves`` keyword arguments are
only respected with the OpenGL renderer.
Parameters
----------
path_obj
A parsed SVG path object.
long_lines
Whether or not straight lines in the vectorized mobject
are drawn in one or two segments.
should_subdivide_sharp_curves
Whether or not to subdivide subcurves further in case
two segments meet at an angle that is sharper than a
given threshold.
should_remove_null_curves
Whether or not to remove subcurves of length 0.
kwargs
Further keyword arguments are passed to the parent
class.
"""
def __init__(
self,
path_obj: se.Path,
long_lines: bool = False,
should_subdivide_sharp_curves: bool = False,
should_remove_null_curves: bool = False,
**kwargs,
):
# Get rid of arcs
path_obj.approximate_arcs_with_quads()
self.path_obj = path_obj
self.long_lines = long_lines
self.should_subdivide_sharp_curves = should_subdivide_sharp_curves
self.should_remove_null_curves = should_remove_null_curves
super().__init__(**kwargs)
def init_points(self) -> None:
# TODO: cache mobject in a re-importable way
self.handle_commands()
if config.renderer == "opengl":
if self.should_subdivide_sharp_curves:
# For a healthy triangulation later
self.subdivide_sharp_curves()
if self.should_remove_null_curves:
# Get rid of any null curves
self.set_points(self.get_points_without_null_curves())
generate_points = init_points
def handle_commands(self) -> None:
all_points: list[np.ndarray] = []
last_move = None
curve_start = None
# These lambdas behave the same as similar functions in
# vectorized_mobject, except they add to a list of points instead
# of updating this Mobject's numpy array of points. This way,
# we don't observe O(n^2) behavior for complex paths due to
# numpy's need to re-allocate memory on every append.
def move_pen(pt):
nonlocal last_move, curve_start
last_move = pt
if curve_start is None:
curve_start = last_move
if self.n_points_per_curve == 4:
def add_cubic(start, cp1, cp2, end):
nonlocal all_points
assert len(all_points) % 4 == 0, len(all_points)
all_points += [start, cp1, cp2, end]
move_pen(end)
def add_quad(start, cp, end):
add_cubic(start, (start + cp + cp) / 3, (cp + cp + end) / 3, end)
move_pen(end)
def add_line(start, end):
add_cubic(
start, (start + start + end) / 3, (start + end + end) / 3, end
)
move_pen(end)
else:
def add_cubic(start, cp1, cp2, end):
nonlocal all_points
assert len(all_points) % 3 == 0, len(all_points)
two_quads = get_quadratic_approximation_of_cubic(
start,
cp1,
cp2,
end,
)
all_points += two_quads[:3].tolist()
all_points += two_quads[3:].tolist()
move_pen(end)
def add_quad(start, cp, end):
nonlocal all_points
assert len(all_points) % 3 == 0, len(all_points)
all_points += [start, cp, end]
move_pen(end)
def add_line(start, end):
add_quad(start, (start + end) / 2, end)
move_pen(end)
for segment in self.path_obj:
segment_class = segment.__class__
if segment_class == se.Move:
move_pen(_convert_point_to_3d(*segment.end))
elif segment_class == se.Line:
add_line(last_move, _convert_point_to_3d(*segment.end))
elif segment_class == se.QuadraticBezier:
add_quad(
last_move,
_convert_point_to_3d(*segment.control),
_convert_point_to_3d(*segment.end),
)
elif segment_class == se.CubicBezier:
add_cubic(
last_move,
_convert_point_to_3d(*segment.control1),
_convert_point_to_3d(*segment.control2),
_convert_point_to_3d(*segment.end),
)
elif segment_class == se.Close:
# If the SVG path naturally ends at the beginning of the curve,
# we do *not* need to draw a closing line. To account for floating
# point precision, we use a small value to compare the two points.
if abs(np.linalg.norm(last_move - curve_start)) > 0.0001:
add_line(last_move, curve_start)
curve_start = None
else:
raise AssertionError(f"Not implemented: {segment_class}")
self.points = np.array(all_points, ndmin=2, dtype="float64")
# If we have no points, make sure the array is shaped properly
# (0 rows tall by 3 columns wide) so future operations can
# add or remove points correctly.
if len(all_points) == 0:
self.points = np.reshape(self.points, (0, 3))
|
manim_ManimCommunity/manim/mobject/svg/__init__.py
|
"""Mobjects related to SVG images.
Modules
=======
.. autosummary::
:toctree: ../reference
~brace
~svg_mobject
"""
|
manim_ManimCommunity/manim/mobject/svg/brace.py
|
"""Mobject representing curly braces."""
from __future__ import annotations
__all__ = ["Brace", "BraceLabel", "ArcBrace", "BraceText", "BraceBetweenPoints"]
from typing import Sequence
import numpy as np
import svgelements as se
from manim._config import config
from manim.mobject.geometry.arc import Arc
from manim.mobject.geometry.line import Line
from manim.mobject.mobject import Mobject
from manim.mobject.opengl.opengl_compatibility import ConvertToOpenGL
from manim.mobject.text.tex_mobject import MathTex, Tex
from ...animation.composition import AnimationGroup
from ...animation.fading import FadeIn
from ...animation.growing import GrowFromCenter
from ...constants import *
from ...mobject.types.vectorized_mobject import VMobject
from ...utils.color import BLACK
from ..svg.svg_mobject import VMobjectFromSVGPath
__all__ = ["Brace", "BraceBetweenPoints", "BraceLabel", "ArcBrace"]
class Brace(VMobjectFromSVGPath):
"""Takes a mobject and draws a brace adjacent to it.
Passing a direction vector determines the direction from which the
brace is drawn. By default it is drawn from below.
Parameters
----------
mobject
The mobject adjacent to which the brace is placed.
direction :
The direction from which the brace faces the mobject.
See Also
--------
:class:`BraceBetweenPoints`
Examples
--------
.. manim:: BraceExample
:save_last_frame:
class BraceExample(Scene):
def construct(self):
s = Square()
self.add(s)
for i in np.linspace(0.1,1.0,4):
br = Brace(s, sharpness=i)
t = Text(f"sharpness= {i}").next_to(br, RIGHT)
self.add(t)
self.add(br)
VGroup(*self.mobjects).arrange(DOWN, buff=0.2)
"""
def __init__(
self,
mobject: Mobject,
direction: Sequence[float] | None = DOWN,
buff=0.2,
sharpness=2,
stroke_width=0,
fill_opacity=1.0,
background_stroke_width=0,
background_stroke_color=BLACK,
**kwargs,
):
path_string_template = (
"m0.01216 0c-0.01152 0-0.01216 6.103e-4 -0.01216 0.01311v0.007762c0.06776 "
"0.122 0.1799 0.1455 0.2307 0.1455h{0}c0.03046 3.899e-4 0.07964 0.00449 "
"0.1246 0.02636 0.0537 0.02695 0.07418 0.05816 0.08648 0.07769 0.001562 "
"0.002538 0.004539 0.002563 0.01098 0.002563 0.006444-2e-8 0.009421-2.47e-"
"5 0.01098-0.002563 0.0123-0.01953 0.03278-0.05074 0.08648-0.07769 0.04491"
"-0.02187 0.09409-0.02597 0.1246-0.02636h{0}c0.05077 0 0.1629-0.02346 "
"0.2307-0.1455v-0.007762c-1.78e-6 -0.0125-6.365e-4 -0.01311-0.01216-0.0131"
"1-0.006444-3.919e-8 -0.009348 2.448e-5 -0.01091 0.002563-0.0123 0.01953-"
"0.03278 0.05074-0.08648 0.07769-0.04491 0.02187-0.09416 0.02597-0.1246 "
"0.02636h{1}c-0.04786 0-0.1502 0.02094-0.2185 0.1256-0.06833-0.1046-0.1706"
"-0.1256-0.2185-0.1256h{1}c-0.03046-3.899e-4 -0.07972-0.004491-0.1246-0.02"
"636-0.0537-0.02695-0.07418-0.05816-0.08648-0.07769-0.001562-0.002538-"
"0.004467-0.002563-0.01091-0.002563z"
)
default_min_width = 0.90552
self.buff = buff
angle = -np.arctan2(*direction[:2]) + np.pi
mobject.rotate(-angle, about_point=ORIGIN)
left = mobject.get_corner(DOWN + LEFT)
right = mobject.get_corner(DOWN + RIGHT)
target_width = right[0] - left[0]
linear_section_length = max(
0,
(target_width * sharpness - default_min_width) / 2,
)
path = se.Path(
path_string_template.format(
linear_section_length,
-linear_section_length,
)
)
super().__init__(
path_obj=path,
stroke_width=stroke_width,
fill_opacity=fill_opacity,
background_stroke_width=background_stroke_width,
background_stroke_color=background_stroke_color,
**kwargs,
)
self.flip(RIGHT)
self.stretch_to_fit_width(target_width)
self.shift(left - self.get_corner(UP + LEFT) + self.buff * DOWN)
for mob in mobject, self:
mob.rotate(angle, about_point=ORIGIN)
def put_at_tip(self, mob, use_next_to=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.width / 2.0 + buff
mob.shift(self.get_direction() * shift_distance)
return self
def get_text(self, *text, **kwargs):
text_mob = Tex(*text)
self.put_at_tip(text_mob, **kwargs)
return text_mob
def get_tex(self, *tex, **kwargs):
tex_mob = MathTex(*tex)
self.put_at_tip(tex_mob, **kwargs)
return tex_mob
def get_tip(self):
# Returns the position of the seventh point in the path, which is the tip.
if config["renderer"] == "opengl":
return self.points[34]
return self.points[28] # = 7*4
def get_direction(self):
vect = self.get_tip() - self.get_center()
return vect / np.linalg.norm(vect)
class BraceLabel(VMobject, metaclass=ConvertToOpenGL):
"""Create a brace with a label attached.
Parameters
----------
obj
The mobject adjacent to which the brace is placed.
text
The label text.
brace_direction
The direction of the brace. By default ``DOWN``.
label_constructor
A class or function used to construct a mobject representing
the label. By default :class:`~.MathTex`.
font_size
The font size of the label, passed to the ``label_constructor``.
buff
The buffer between the mobject and the brace.
brace_config
Arguments to be passed to :class:`.Brace`.
kwargs
Additional arguments to be passed to :class:`~.VMobject`.
"""
def __init__(
self,
obj: Mobject,
text: str,
brace_direction: np.ndarray = DOWN,
label_constructor: type = MathTex,
font_size: float = DEFAULT_FONT_SIZE,
buff: float = 0.2,
brace_config: dict | None = None,
**kwargs,
):
self.label_constructor = label_constructor
super().__init__(**kwargs)
self.brace_direction = brace_direction
if brace_config is None:
brace_config = {}
self.brace = Brace(obj, brace_direction, buff, **brace_config)
if isinstance(text, (tuple, list)):
self.label = self.label_constructor(font_size=font_size, *text, **kwargs)
else:
self.label = self.label_constructor(str(text), font_size=font_size)
self.brace.put_at_tip(self.label)
self.add(self.brace, self.label)
def creation_anim(self, label_anim=FadeIn, brace_anim=GrowFromCenter):
return AnimationGroup(brace_anim(self.brace), label_anim(self.label))
def shift_brace(self, obj, **kwargs):
if isinstance(obj, list):
obj = self.get_group_class()(*obj)
self.brace = Brace(obj, self.brace_direction, **kwargs)
self.brace.put_at_tip(self.label)
return self
def change_label(self, *text, **kwargs):
self.label = self.label_constructor(*text, **kwargs)
self.brace.put_at_tip(self.label)
return self
def change_brace_label(self, obj, *text, **kwargs):
self.shift_brace(obj)
self.change_label(*text, **kwargs)
return self
class BraceText(BraceLabel):
def __init__(self, obj, text, label_constructor=Tex, **kwargs):
super().__init__(obj, text, label_constructor=label_constructor, **kwargs)
class BraceBetweenPoints(Brace):
"""Similar to Brace, but instead of taking a mobject it uses 2
points to place the brace.
A fitting direction for the brace is
computed, but it still can be manually overridden.
If the points go from left to right, the brace is drawn from below.
Swapping the points places the brace on the opposite side.
Parameters
----------
point_1 :
The first point.
point_2 :
The second point.
direction :
The direction from which the brace faces towards the points.
Examples
--------
.. manim:: BraceBPExample
class BraceBPExample(Scene):
def construct(self):
p1 = [0,0,0]
p2 = [1,2,0]
brace = BraceBetweenPoints(p1,p2)
self.play(Create(NumberPlane()))
self.play(Create(brace))
self.wait(2)
"""
def __init__(
self,
point_1: Sequence[float] | None,
point_2: Sequence[float] | None,
direction: Sequence[float] | None = ORIGIN,
**kwargs,
):
if all(direction == ORIGIN):
line_vector = np.array(point_2) - np.array(point_1)
direction = np.array([line_vector[1], -line_vector[0], 0])
super().__init__(Line(point_1, point_2), direction=direction, **kwargs)
class ArcBrace(Brace):
"""Creates a :class:`~Brace` that wraps around an :class:`~.Arc`.
The direction parameter allows the brace to be applied
from outside or inside the arc.
.. warning::
The :class:`ArcBrace` is smaller for arcs with smaller radii.
.. note::
The :class:`ArcBrace` is initially a vertical :class:`Brace` defined by the
length of the :class:`~.Arc`, but is scaled down to match the start and end
angles. An exponential function is then applied after it is shifted based on
the radius of the arc.
The scaling effect is not applied for arcs with radii smaller than 1 to prevent
over-scaling.
Parameters
----------
arc
The :class:`~.Arc` that wraps around the :class:`Brace` mobject.
direction
The direction from which the brace faces the arc.
``LEFT`` for inside the arc, and ``RIGHT`` for the outside.
Example
-------
.. manim:: ArcBraceExample
:save_last_frame:
:ref_classes: Arc
class ArcBraceExample(Scene):
def construct(self):
arc_1 = Arc(radius=1.5,start_angle=0,angle=2*PI/3).set_color(RED)
brace_1 = ArcBrace(arc_1,LEFT)
group_1 = VGroup(arc_1,brace_1)
arc_2 = Arc(radius=3,start_angle=0,angle=5*PI/6).set_color(YELLOW)
brace_2 = ArcBrace(arc_2)
group_2 = VGroup(arc_2,brace_2)
arc_3 = Arc(radius=0.5,start_angle=-0,angle=PI).set_color(BLUE)
brace_3 = ArcBrace(arc_3)
group_3 = VGroup(arc_3,brace_3)
arc_4 = Arc(radius=0.2,start_angle=0,angle=3*PI/2).set_color(GREEN)
brace_4 = ArcBrace(arc_4)
group_4 = VGroup(arc_4,brace_4)
arc_group = VGroup(group_1, group_2, group_3, group_4).arrange_in_grid(buff=1.5)
self.add(arc_group.center())
"""
def __init__(
self,
arc: Arc | None = None,
direction: Sequence[float] = RIGHT,
**kwargs,
):
if arc is None:
arc = Arc(start_angle=-1, angle=2, radius=1)
arc_end_angle = arc.start_angle + arc.angle
line = Line(UP * arc.start_angle, UP * arc_end_angle)
scale_shift = RIGHT * np.log(arc.radius)
if arc.radius >= 1:
line.scale(arc.radius, about_point=ORIGIN)
super().__init__(line, direction=direction, **kwargs)
self.scale(1 / (arc.radius), about_point=ORIGIN)
else:
super().__init__(line, direction=direction, **kwargs)
if arc.radius >= 0.3:
self.shift(scale_shift)
else:
self.shift(RIGHT * np.log(0.3))
self.apply_complex_function(np.exp)
self.shift(arc.get_arc_center())
|
manim_ManimCommunity/manim/mobject/graphing/__init__.py
|
"""Coordinate systems and function graphing related mobjects.
Modules
=======
.. autosummary::
:toctree: ../reference
~coordinate_systems
~functions
~number_line
~probability
~scale
"""
|
manim_ManimCommunity/manim/mobject/graphing/coordinate_systems.py
|
"""Mobjects that represent coordinate systems."""
from __future__ import annotations
__all__ = [
"CoordinateSystem",
"Axes",
"ThreeDAxes",
"NumberPlane",
"PolarPlane",
"ComplexPlane",
]
import fractions as fr
import numbers
from typing import TYPE_CHECKING, Any, Callable, Iterable, Sequence, TypeVar, overload
import numpy as np
from typing_extensions import Self
from manim import config
from manim.constants import *
from manim.mobject.geometry.arc import Circle, Dot
from manim.mobject.geometry.line import Arrow, DashedLine, Line
from manim.mobject.geometry.polygram import Polygon, Rectangle, RegularPolygon
from manim.mobject.graphing.functions import ImplicitFunction, ParametricFunction
from manim.mobject.graphing.number_line import NumberLine
from manim.mobject.graphing.scale import LinearBase
from manim.mobject.opengl.opengl_compatibility import ConvertToOpenGL
from manim.mobject.opengl.opengl_surface import OpenGLSurface
from manim.mobject.text.tex_mobject import MathTex
from manim.mobject.three_d.three_dimensions import Surface
from manim.mobject.types.vectorized_mobject import (
VDict,
VectorizedPoint,
VGroup,
VMobject,
)
from manim.utils.color import (
BLACK,
BLUE,
BLUE_D,
GREEN,
WHITE,
YELLOW,
ManimColor,
ParsableManimColor,
color_gradient,
invert_color,
)
from manim.utils.config_ops import merge_dicts_recursively, update_dict_recursively
from manim.utils.simple_functions import binary_search
from manim.utils.space_ops import angle_of_vector
if TYPE_CHECKING:
from manim.mobject.mobject import Mobject
from manim.typing import ManimFloat, Point2D, Point3D, Vector3D
LineType = TypeVar("LineType", bound=Line)
class CoordinateSystem:
r"""Abstract base class for Axes and NumberPlane.
Examples
--------
.. manim:: CoordSysExample
:save_last_frame:
class CoordSysExample(Scene):
def construct(self):
# the location of the ticks depends on the x_range and y_range.
grid = Axes(
x_range=[0, 1, 0.05], # step size determines num_decimal_places.
y_range=[0, 1, 0.05],
x_length=9,
y_length=5.5,
axis_config={
"numbers_to_include": np.arange(0, 1 + 0.1, 0.1),
"font_size": 24,
},
tips=False,
)
# Labels for the x-axis and y-axis.
y_label = grid.get_y_axis_label("y", edge=LEFT, direction=LEFT, buff=0.4)
x_label = grid.get_x_axis_label("x")
grid_labels = VGroup(x_label, y_label)
graphs = VGroup()
for n in np.arange(1, 20 + 0.5, 0.5):
graphs += grid.plot(lambda x: x ** n, color=WHITE)
graphs += grid.plot(
lambda x: x ** (1 / n), color=WHITE, use_smoothing=False
)
# Extra lines and labels for point (1,1)
graphs += grid.get_horizontal_line(grid.c2p(1, 1, 0), color=BLUE)
graphs += grid.get_vertical_line(grid.c2p(1, 1, 0), color=BLUE)
graphs += Dot(point=grid.c2p(1, 1, 0), color=YELLOW)
graphs += Tex("(1,1)").scale(0.75).next_to(grid.c2p(1, 1, 0))
title = Title(
# spaces between braces to prevent SyntaxError
r"Graphs of $y=x^{ {1}\over{n} }$ and $y=x^n (n=1,2,3,...,20)$",
include_underline=False,
font_size=40,
)
self.add(title, graphs, grid, grid_labels)
"""
def __init__(
self,
x_range: Sequence[float] | None = None,
y_range: Sequence[float] | None = None,
x_length: float | None = None,
y_length: float | None = None,
dimension: int = 2,
) -> None:
self.dimension = dimension
default_step = 1
if x_range is None:
x_range = [
round(-config["frame_x_radius"]),
round(config["frame_x_radius"]),
default_step,
]
elif len(x_range) == 2:
x_range = [*x_range, default_step]
if y_range is None:
y_range = [
round(-config["frame_y_radius"]),
round(config["frame_y_radius"]),
default_step,
]
elif len(y_range) == 2:
y_range = [*y_range, default_step]
self.x_range = x_range
self.y_range = y_range
self.x_length = x_length
self.y_length = y_length
self.num_sampled_graph_points_per_tick = 10
def coords_to_point(self, *coords: Sequence[ManimFloat]):
raise NotImplementedError()
def point_to_coords(self, point: Point3D):
raise NotImplementedError()
def polar_to_point(self, radius: float, azimuth: float) -> Point2D:
r"""Gets a point from polar coordinates.
Parameters
----------
radius
The coordinate radius (:math:`r`).
azimuth
The coordinate azimuth (:math:`\theta`).
Returns
-------
numpy.ndarray
The point.
Examples
--------
.. manim:: PolarToPointExample
:ref_classes: PolarPlane Vector
:save_last_frame:
class PolarToPointExample(Scene):
def construct(self):
polarplane_pi = PolarPlane(azimuth_units="PI radians", size=6)
polartopoint_vector = Vector(polarplane_pi.polar_to_point(3, PI/4))
self.add(polarplane_pi)
self.add(polartopoint_vector)
"""
return self.coords_to_point(radius * np.cos(azimuth), radius * np.sin(azimuth))
def point_to_polar(self, point: np.ndarray) -> Point2D:
r"""Gets polar coordinates from a point.
Parameters
----------
point
The point.
Returns
-------
Tuple[:class:`float`, :class:`float`]
The coordinate radius (:math:`r`) and the coordinate azimuth (:math:`\theta`).
"""
x, y = self.point_to_coords(point)
return np.sqrt(x**2 + y**2), np.arctan2(y, x)
def c2p(
self, *coords: float | Sequence[float] | Sequence[Sequence[float]] | np.ndarray
) -> np.ndarray:
"""Abbreviation for :meth:`coords_to_point`"""
return self.coords_to_point(*coords)
def p2c(self, point: Point3D):
"""Abbreviation for :meth:`point_to_coords`"""
return self.point_to_coords(point)
def pr2pt(self, radius: float, azimuth: float) -> np.ndarray:
"""Abbreviation for :meth:`polar_to_point`"""
return self.polar_to_point(radius, azimuth)
def pt2pr(self, point: np.ndarray) -> tuple[float, float]:
"""Abbreviation for :meth:`point_to_polar`"""
return self.point_to_polar(point)
def get_axes(self):
raise NotImplementedError()
def get_axis(self, index: int) -> Mobject:
return self.get_axes()[index]
def get_origin(self) -> np.ndarray:
"""Gets the origin of :class:`~.Axes`.
Returns
-------
np.ndarray
The center point.
"""
return self.coords_to_point(0, 0)
def get_x_axis(self) -> Mobject:
return self.get_axis(0)
def get_y_axis(self) -> Mobject:
return self.get_axis(1)
def get_z_axis(self) -> Mobject:
return self.get_axis(2)
def get_x_unit_size(self) -> float:
return self.get_x_axis().get_unit_size()
def get_y_unit_size(self) -> float:
return self.get_y_axis().get_unit_size()
def get_x_axis_label(
self,
label: float | str | Mobject,
edge: Sequence[float] = UR,
direction: Sequence[float] = UR,
buff: float = SMALL_BUFF,
**kwargs,
) -> Mobject:
"""Generate an x-axis label.
Parameters
----------
label
The label. Defaults to :class:`~.MathTex` for ``str`` and ``float`` inputs.
edge
The edge of the x-axis to which the label will be added, by default ``UR``.
direction
Allows for further positioning of the label from an edge, by default ``UR``.
buff
The distance of the label from the line.
Returns
-------
:class:`~.Mobject`
The positioned label.
Examples
--------
.. manim:: GetXAxisLabelExample
:save_last_frame:
class GetXAxisLabelExample(Scene):
def construct(self):
ax = Axes(x_range=(0, 8), y_range=(0, 5), x_length=8, y_length=5)
x_label = ax.get_x_axis_label(
Tex("$x$-values").scale(0.65), edge=DOWN, direction=DOWN, buff=0.5
)
self.add(ax, x_label)
"""
return self._get_axis_label(
label, self.get_x_axis(), edge, direction, buff=buff, **kwargs
)
def get_y_axis_label(
self,
label: float | str | Mobject,
edge: Sequence[float] = UR,
direction: Sequence[float] = UP * 0.5 + RIGHT,
buff: float = SMALL_BUFF,
**kwargs,
) -> Mobject:
"""Generate a y-axis label.
Parameters
----------
label
The label. Defaults to :class:`~.MathTex` for ``str`` and ``float`` inputs.
edge
The edge of the y-axis to which the label will be added, by default ``UR``.
direction
Allows for further positioning of the label from an edge, by default ``UR``
buff
The distance of the label from the line.
Returns
-------
:class:`~.Mobject`
The positioned label.
Examples
--------
.. manim:: GetYAxisLabelExample
:save_last_frame:
class GetYAxisLabelExample(Scene):
def construct(self):
ax = Axes(x_range=(0, 8), y_range=(0, 5), x_length=8, y_length=5)
y_label = ax.get_y_axis_label(
Tex("$y$-values").scale(0.65).rotate(90 * DEGREES),
edge=LEFT,
direction=LEFT,
buff=0.3,
)
self.add(ax, y_label)
"""
return self._get_axis_label(
label, self.get_y_axis(), edge, direction, buff=buff, **kwargs
)
def _get_axis_label(
self,
label: float | str | Mobject,
axis: Mobject,
edge: Sequence[float],
direction: Sequence[float],
buff: float = SMALL_BUFF,
) -> Mobject:
"""Gets the label for an axis.
Parameters
----------
label
The label. Defaults to :class:`~.MathTex` for ``str`` and ``float`` inputs.
axis
The axis to which the label will be added.
edge
The edge of the axes to which the label will be added. ``RIGHT`` adds to the right side of the axis
direction
Allows for further positioning of the label.
buff
The distance of the label from the line.
Returns
-------
:class:`~.Mobject`
The positioned label along the given axis.
"""
label = self.x_axis._create_label_tex(label)
label.next_to(axis.get_edge_center(edge), direction=direction, buff=buff)
label.shift_onto_screen(buff=MED_SMALL_BUFF)
return label
def get_axis_labels(self):
raise NotImplementedError()
def add_coordinates(
self,
*axes_numbers: Iterable[float] | None | dict[float, str | float | Mobject],
**kwargs: Any,
) -> Self:
"""Adds labels to the axes. Use ``Axes.coordinate_labels`` to
access the coordinates after creation.
Parameters
----------
axes_numbers
The numbers to be added to the axes. Use ``None`` to represent an axis with default labels.
Examples
--------
.. code-block:: python
ax = ThreeDAxes()
x_labels = range(-4, 5)
z_labels = range(-4, 4, 2)
ax.add_coordinates(x_labels, None, z_labels) # default y labels, custom x & z labels
ax.add_coordinates(x_labels) # only x labels
You can also specifically control the position and value of the labels using a dict.
.. code-block:: python
ax = Axes(x_range=[0, 7])
x_pos = [x for x in range(1, 8)]
# strings are automatically converted into a Tex mobject.
x_vals = ["Monday", "Tuesday", "Wednesday", "Thursday", "Friday", "Saturday", "Sunday"]
x_dict = dict(zip(x_pos, x_vals))
ax.add_coordinates(x_dict)
"""
self.coordinate_labels = VGroup()
# if nothing is passed to axes_numbers, produce axes with default labelling
if not axes_numbers:
axes_numbers = [None for _ in range(self.dimension)]
for axis, values in zip(self.axes, axes_numbers):
if isinstance(values, dict):
axis.add_labels(values, **kwargs)
labels = axis.labels
elif values is None and axis.scaling.custom_labels:
tick_range = axis.get_tick_range()
axis.add_labels(
dict(zip(tick_range, axis.scaling.get_custom_labels(tick_range)))
)
labels = axis.labels
else:
axis.add_numbers(values, **kwargs)
labels = axis.numbers
self.coordinate_labels.add(labels)
return self
# overload necessary until https://github.com/python/mypy/issues/3737 is supported
@overload
def get_line_from_axis_to_point(
self,
index: int,
point: Sequence[float],
line_config: dict | None = ...,
color: ParsableManimColor | None = ...,
stroke_width: float = ...,
) -> DashedLine:
...
@overload
def get_line_from_axis_to_point(
self,
index: int,
point: Sequence[float],
line_func: type[LineType],
line_config: dict | None = ...,
color: ParsableManimColor | None = ...,
stroke_width: float = ...,
) -> LineType:
...
def get_line_from_axis_to_point( # type: ignore[no-untyped-def]
self,
index,
point,
line_func=DashedLine,
line_config=None,
color=None,
stroke_width=2,
):
"""Returns a straight line from a given axis to a point in the scene.
Parameters
----------
index
Specifies the axis from which to draw the line. `0 = x_axis`, `1 = y_axis`
point
The point to which the line will be drawn.
line_func
The function of the :class:`~.Line` mobject used to construct the line.
line_config
Optional arguments to passed to :attr:`line_func`.
color
The color of the line.
stroke_width
The stroke width of the line.
Returns
-------
:class:`~.Line`
The line from an axis to a point.
.. seealso::
:meth:`~.CoordinateSystem.get_vertical_line`
:meth:`~.CoordinateSystem.get_horizontal_line`
"""
line_config = line_config if line_config is not None else {}
if color is None:
color = VMobject().color
line_config["color"] = ManimColor.parse(color)
line_config["stroke_width"] = stroke_width
axis = self.get_axis(index)
line = line_func(axis.get_projection(point), point, **line_config)
return line
def get_vertical_line(self, point: Sequence[float], **kwargs: Any) -> Line:
"""A vertical line from the x-axis to a given point in the scene.
Parameters
----------
point
The point to which the vertical line will be drawn.
kwargs
Additional parameters to be passed to :class:`get_line_from_axis_to_point`.
Returns
-------
:class:`Line`
A vertical line from the x-axis to the point.
Examples
--------
.. manim:: GetVerticalLineExample
:save_last_frame:
class GetVerticalLineExample(Scene):
def construct(self):
ax = Axes().add_coordinates()
point = ax.coords_to_point(-3.5, 2)
dot = Dot(point)
line = ax.get_vertical_line(point, line_config={"dashed_ratio": 0.85})
self.add(ax, line, dot)
"""
return self.get_line_from_axis_to_point(0, point, **kwargs)
def get_horizontal_line(self, point: Sequence[float], **kwargs) -> Line:
"""A horizontal line from the y-axis to a given point in the scene.
Parameters
----------
point
The point to which the horizontal line will be drawn.
kwargs
Additional parameters to be passed to :class:`get_line_from_axis_to_point`.
Returns
-------
:class:`Line`
A horizontal line from the y-axis to the point.
Examples
--------
.. manim:: GetHorizontalLineExample
:save_last_frame:
class GetHorizontalLineExample(Scene):
def construct(self):
ax = Axes().add_coordinates()
point = ax.c2p(-4, 1.5)
dot = Dot(point)
line = ax.get_horizontal_line(point, line_func=Line)
self.add(ax, line, dot)
"""
return self.get_line_from_axis_to_point(1, point, **kwargs)
def get_lines_to_point(self, point: Sequence[float], **kwargs) -> VGroup:
"""Generate both horizontal and vertical lines from the axis to a point.
Parameters
----------
point
A point on the scene.
kwargs
Additional parameters to be passed to :meth:`get_line_from_axis_to_point`
Returns
-------
:class:`~.VGroup`
A :class:`~.VGroup` of the horizontal and vertical lines.
.. seealso::
:meth:`~.CoordinateSystem.get_vertical_line`
:meth:`~.CoordinateSystem.get_horizontal_line`
Examples
--------
.. manim:: GetLinesToPointExample
:save_last_frame:
class GetLinesToPointExample(Scene):
def construct(self):
ax = Axes()
circ = Circle(radius=0.5).move_to([-4, -1.5, 0])
lines_1 = ax.get_lines_to_point(circ.get_right(), color=GREEN_B)
lines_2 = ax.get_lines_to_point(circ.get_corner(DL), color=BLUE_B)
self.add(ax, lines_1, lines_2, circ)
"""
return VGroup(
self.get_horizontal_line(point, **kwargs),
self.get_vertical_line(point, **kwargs),
)
# graphing
def plot(
self,
function: Callable[[float], float],
x_range: Sequence[float] | None = None,
use_vectorized: bool = False,
**kwargs: Any,
) -> ParametricFunction:
"""Generates a curve based on a function.
Parameters
----------
function
The function used to construct the :class:`~.ParametricFunction`.
x_range
The range of the curve along the axes. ``x_range = [x_min, x_max, x_step]``.
use_vectorized
Whether to pass in the generated t value array to the function. Only use this if your function supports it.
Output should be a numpy array of shape ``[y_0, y_1, ...]``
kwargs
Additional parameters to be passed to :class:`~.ParametricFunction`.
Returns
-------
:class:`~.ParametricFunction`
The plotted curve.
.. warning::
This method may not produce accurate graphs since Manim currently relies on interpolation between
evenly-spaced samples of the curve, instead of intelligent plotting.
See the example below for some solutions to this problem.
Examples
--------
.. manim:: PlotExample
:save_last_frame:
class PlotExample(Scene):
def construct(self):
# construct the axes
ax_1 = Axes(
x_range=[0.001, 6],
y_range=[-8, 2],
x_length=5,
y_length=3,
tips=False,
)
ax_2 = ax_1.copy()
ax_3 = ax_1.copy()
# position the axes
ax_1.to_corner(UL)
ax_2.to_corner(UR)
ax_3.to_edge(DOWN)
axes = VGroup(ax_1, ax_2, ax_3)
# create the logarithmic curves
def log_func(x):
return np.log(x)
# a curve without adjustments; poor interpolation.
curve_1 = ax_1.plot(log_func, color=PURE_RED)
# disabling interpolation makes the graph look choppy as not enough
# inputs are available
curve_2 = ax_2.plot(log_func, use_smoothing=False, color=ORANGE)
# taking more inputs of the curve by specifying a step for the
# x_range yields expected results, but increases rendering time.
curve_3 = ax_3.plot(
log_func, x_range=(0.001, 6, 0.001), color=PURE_GREEN
)
curves = VGroup(curve_1, curve_2, curve_3)
self.add(axes, curves)
"""
t_range = np.array(self.x_range, dtype=float)
if x_range is not None:
t_range[: len(x_range)] = x_range
if x_range is None or len(x_range) < 3:
# if t_range has a defined step size, increase the number of sample points per tick
t_range[2] /= self.num_sampled_graph_points_per_tick
# For axes, the third coordinate of x_range indicates
# tick frequency. But for functions, it indicates a
# sample frequency
graph = ParametricFunction(
lambda t: self.coords_to_point(t, function(t)),
t_range=t_range,
scaling=self.x_axis.scaling,
use_vectorized=use_vectorized,
**kwargs,
)
graph.underlying_function = function
return graph
def plot_implicit_curve(
self,
func: Callable[[float, float], float],
min_depth: int = 5,
max_quads: int = 1500,
**kwargs: Any,
) -> ImplicitFunction:
"""Creates the curves of an implicit function.
Parameters
----------
func
The function to graph, in the form of f(x, y) = 0.
min_depth
The minimum depth of the function to calculate.
max_quads
The maximum number of quads to use.
kwargs
Additional parameters to pass into :class:`ImplicitFunction`.
Examples
--------
.. manim:: ImplicitExample
:save_last_frame:
class ImplicitExample(Scene):
def construct(self):
ax = Axes()
a = ax.plot_implicit_curve(
lambda x, y: y * (x - y) ** 2 - 4 * x - 8, color=BLUE
)
self.add(ax, a)
"""
x_scale = self.get_x_axis().scaling
y_scale = self.get_y_axis().scaling
graph = ImplicitFunction(
func=(lambda x, y: func(x_scale.function(x), y_scale.function(y))),
x_range=self.x_range[:2],
y_range=self.y_range[:2],
min_depth=min_depth,
max_quads=max_quads,
**kwargs,
)
(
graph.stretch(self.get_x_unit_size(), 0, about_point=ORIGIN)
.stretch(self.get_y_unit_size(), 1, about_point=ORIGIN)
.shift(self.get_origin())
)
return graph
def plot_parametric_curve(
self,
function: Callable[[float], np.ndarray],
use_vectorized: bool = False,
**kwargs: Any,
) -> ParametricFunction:
"""A parametric curve.
Parameters
----------
function
A parametric function mapping a number to a point in the
coordinate system.
use_vectorized
Whether to pass in the generated t value array to the function. Only use this if your function supports it.
kwargs
Any further keyword arguments are passed to :class:`.ParametricFunction`.
Example
-------
.. manim:: ParametricCurveExample
:save_last_frame:
class ParametricCurveExample(Scene):
def construct(self):
ax = Axes()
cardioid = ax.plot_parametric_curve(
lambda t: np.array(
[
np.exp(1) * np.cos(t) * (1 - np.cos(t)),
np.exp(1) * np.sin(t) * (1 - np.cos(t)),
0,
]
),
t_range=[0, 2 * PI],
color="#0FF1CE",
)
self.add(ax, cardioid)
"""
dim = self.dimension
graph = ParametricFunction(
lambda t: self.coords_to_point(*function(t)[:dim]),
use_vectorized=use_vectorized,
**kwargs,
)
graph.underlying_function = function
return graph
def plot_polar_graph(
self,
r_func: Callable[[float], float],
theta_range: Sequence[float] | None = None,
**kwargs: Any,
) -> ParametricFunction:
"""A polar graph.
Parameters
----------
r_func
The function r of theta.
theta_range
The range of theta as ``theta_range = [theta_min, theta_max, theta_step]``.
kwargs
Additional parameters passed to :class:`~.ParametricFunction`.
Examples
--------
.. manim:: PolarGraphExample
:ref_classes: PolarPlane
:save_last_frame:
class PolarGraphExample(Scene):
def construct(self):
plane = PolarPlane()
r = lambda theta: 2 * np.sin(theta * 5)
graph = plane.plot_polar_graph(r, [0, 2 * PI], color=ORANGE)
self.add(plane, graph)
"""
theta_range = theta_range if theta_range is not None else [0, 2 * PI]
graph = ParametricFunction(
function=lambda th: self.pr2pt(r_func(th), th),
t_range=theta_range,
**kwargs,
)
graph.underlying_function = r_func
return graph
def plot_surface(
self,
function: Callable[[float], float],
u_range: Sequence[float] | None = None,
v_range: Sequence[float] | None = None,
colorscale: Sequence[ParsableManimColor]
| Sequence[tuple[ParsableManimColor, float]]
| None = None,
colorscale_axis: int = 2,
**kwargs: Any,
) -> Surface | OpenGLSurface:
"""Generates a surface based on a function.
Parameters
----------
function
The function used to construct the :class:`~.Surface`.
u_range
The range of the ``u`` variable: ``(u_min, u_max)``.
v_range
The range of the ``v`` variable: ``(v_min, v_max)``.
colorscale
Colors of the surface. Passing a list of colors will color the surface by z-value.
Passing a list of tuples in the form ``(color, pivot)`` allows user-defined pivots
where the color transitions.
colorscale_axis
Defines the axis on which the colorscale is applied (0 = x, 1 = y, 2 = z), default
is z-axis (2).
kwargs
Additional parameters to be passed to :class:`~.Surface`.
Returns
-------
:class:`~.Surface`
The plotted surface.
Examples
--------
.. manim:: PlotSurfaceExample
:save_last_frame:
class PlotSurfaceExample(ThreeDScene):
def construct(self):
resolution_fa = 16
self.set_camera_orientation(phi=75 * DEGREES, theta=-60 * DEGREES)
axes = ThreeDAxes(x_range=(-3, 3, 1), y_range=(-3, 3, 1), z_range=(-5, 5, 1))
def param_trig(u, v):
x = u
y = v
z = 2 * np.sin(x) + 2 * np.cos(y)
return z
trig_plane = axes.plot_surface(
param_trig,
resolution=(resolution_fa, resolution_fa),
u_range = (-3, 3),
v_range = (-3, 3),
colorscale = [BLUE, GREEN, YELLOW, ORANGE, RED],
)
self.add(axes, trig_plane)
"""
if config.renderer == RendererType.CAIRO:
surface = Surface(
lambda u, v: self.c2p(u, v, function(u, v)),
u_range=u_range,
v_range=v_range,
**kwargs,
)
if colorscale:
surface.set_fill_by_value(
axes=self.copy(),
colorscale=colorscale,
axis=colorscale_axis,
)
elif config.renderer == RendererType.OPENGL:
surface = OpenGLSurface(
lambda u, v: self.c2p(u, v, function(u, v)),
u_range=u_range,
v_range=v_range,
axes=self.copy(),
colorscale=colorscale,
colorscale_axis=colorscale_axis,
**kwargs,
)
return surface
def input_to_graph_point(
self,
x: float,
graph: ParametricFunction | VMobject,
) -> np.ndarray:
"""Returns the coordinates of the point on a ``graph`` corresponding to an ``x`` value.
Parameters
----------
x
The x-value of a point on the ``graph``.
graph
The :class:`~.ParametricFunction` on which the point lies.
Returns
-------
:class:`np.ndarray`
The coordinates of the point on the :attr:`graph` corresponding to the :attr:`x` value.
Raises
------
:exc:`ValueError`
When the target x is not in the range of the line graph.
Examples
--------
.. manim:: InputToGraphPointExample
:save_last_frame:
class InputToGraphPointExample(Scene):
def construct(self):
ax = Axes()
curve = ax.plot(lambda x : np.cos(x))
# move a square to PI on the cosine curve.
position = ax.input_to_graph_point(x=PI, graph=curve)
sq = Square(side_length=1, color=YELLOW).move_to(position)
self.add(ax, curve, sq)
"""
if hasattr(graph, "underlying_function"):
return graph.function(x)
else:
alpha = binary_search(
function=lambda a: self.point_to_coords(graph.point_from_proportion(a))[
0
],
target=x,
lower_bound=0,
upper_bound=1,
)
if alpha is not None:
return graph.point_from_proportion(alpha)
else:
raise ValueError(
f"x={x} not located in the range of the graph ([{self.p2c(graph.get_start())[0]}, {self.p2c(graph.get_end())[0]}])",
)
def input_to_graph_coords(
self, x: float, graph: ParametricFunction
) -> tuple[float, float]:
"""Returns a tuple of the axis relative coordinates of the point
on the graph based on the x-value given.
Examples
--------
.. code-block:: pycon
>>> from manim import Axes
>>> ax = Axes()
>>> parabola = ax.plot(lambda x: x**2)
>>> ax.input_to_graph_coords(x=3, graph=parabola)
(3, 9)
"""
return x, graph.underlying_function(x)
def i2gc(self, x: float, graph: ParametricFunction) -> tuple[float, float]:
"""Alias for :meth:`input_to_graph_coords`."""
return self.input_to_graph_coords(x, graph)
def i2gp(self, x: float, graph: ParametricFunction) -> np.ndarray:
"""Alias for :meth:`input_to_graph_point`."""
return self.input_to_graph_point(x, graph)
def get_graph_label(
self,
graph: ParametricFunction,
label: float | str | Mobject = "f(x)",
x_val: float | None = None,
direction: Sequence[float] = RIGHT,
buff: float = MED_SMALL_BUFF,
color: ParsableManimColor | None = None,
dot: bool = False,
dot_config: dict[str, Any] | None = None,
) -> Mobject:
"""Creates a properly positioned label for the passed graph, with an optional dot.
Parameters
----------
graph
The curve.
label
The label for the function's curve. Defaults to :class:`~.MathTex` for ``str`` and ``float`` inputs.
x_val
The x_value along the curve that positions the label.
direction
The cartesian position, relative to the curve that the label will be at --> ``LEFT``, ``RIGHT``.
buff
The distance between the curve and the label.
color
The color of the label. Defaults to the color of the curve.
dot
Whether to add a dot at the point on the graph.
dot_config
Additional parameters to be passed to :class:`~.Dot`.
Returns
-------
:class:`Mobject`
The positioned label and :class:`~.Dot`, if applicable.
Examples
--------
.. manim:: GetGraphLabelExample
:save_last_frame:
class GetGraphLabelExample(Scene):
def construct(self):
ax = Axes()
sin = ax.plot(lambda x: np.sin(x), color=PURPLE_B)
label = ax.get_graph_label(
graph=sin,
label= MathTex(r"\\frac{\\pi}{2}"),
x_val=PI / 2,
dot=True,
direction=UR,
)
self.add(ax, sin, label)
"""
if dot_config is None:
dot_config = {}
if color is None:
color = graph.get_color()
label = self.x_axis._create_label_tex(label).set_color(color)
if x_val is None:
# Search from right to left
for x in np.linspace(self.x_range[1], self.x_range[0], 100):
point = self.input_to_graph_point(x, graph)
if point[1] < config["frame_y_radius"]:
break
else:
point = self.input_to_graph_point(x_val, graph)
label.next_to(point, direction, buff=buff)
label.shift_onto_screen()
if dot:
dot = Dot(point=point, **dot_config)
label.add(dot)
label.dot = dot
return label
# calculus
def get_riemann_rectangles(
self,
graph: ParametricFunction,
x_range: Sequence[float] | None = None,
dx: float | None = 0.1,
input_sample_type: str = "left",
stroke_width: float = 1,
stroke_color: ParsableManimColor = BLACK,
fill_opacity: float = 1,
color: Iterable[ParsableManimColor] | ParsableManimColor = (BLUE, GREEN),
show_signed_area: bool = True,
bounded_graph: ParametricFunction = None,
blend: bool = False,
width_scale_factor: float = 1.001,
) -> VGroup:
"""Generates a :class:`~.VGroup` of the Riemann Rectangles for a given curve.
Parameters
----------
graph
The graph whose area will be approximated by Riemann rectangles.
x_range
The minimum and maximum x-values of the rectangles. ``x_range = [x_min, x_max]``.
dx
The change in x-value that separates each rectangle.
input_sample_type
Can be any of ``"left"``, ``"right"`` or ``"center"``. Refers to where
the sample point for the height of each Riemann Rectangle
will be inside the segments of the partition.
stroke_width
The stroke_width of the border of the rectangles.
stroke_color
The color of the border of the rectangle.
fill_opacity
The opacity of the rectangles.
color
The colors of the rectangles. Creates a balanced gradient if multiple colors are passed.
show_signed_area
Indicates negative area when the curve dips below the x-axis by inverting its color.
blend
Sets the :attr:`stroke_color` to :attr:`fill_color`, blending the rectangles without clear separation.
bounded_graph
If a secondary graph is specified, encloses the area between the two curves.
width_scale_factor
The factor by which the width of the rectangles is scaled.
Returns
-------
:class:`~.VGroup`
A :class:`~.VGroup` containing the Riemann Rectangles.
Examples
--------
.. manim:: GetRiemannRectanglesExample
:save_last_frame:
class GetRiemannRectanglesExample(Scene):
def construct(self):
ax = Axes(y_range=[-2, 10])
quadratic = ax.plot(lambda x: 0.5 * x ** 2 - 0.5)
# the rectangles are constructed from their top right corner.
# passing an iterable to `color` produces a gradient
rects_right = ax.get_riemann_rectangles(
quadratic,
x_range=[-4, -3],
dx=0.25,
color=(TEAL, BLUE_B, DARK_BLUE),
input_sample_type="right",
)
# the colour of rectangles below the x-axis is inverted
# due to show_signed_area
rects_left = ax.get_riemann_rectangles(
quadratic, x_range=[-1.5, 1.5], dx=0.15, color=YELLOW
)
bounding_line = ax.plot(
lambda x: 1.5 * x, color=BLUE_B, x_range=[3.3, 6]
)
bounded_rects = ax.get_riemann_rectangles(
bounding_line,
bounded_graph=quadratic,
dx=0.15,
x_range=[4, 5],
show_signed_area=False,
color=(MAROON_A, RED_B, PURPLE_D),
)
self.add(
ax, bounding_line, quadratic, rects_right, rects_left, bounded_rects
)
"""
# setting up x_range, overwrite user's third input
if x_range is None:
if bounded_graph is None:
x_range = [graph.t_min, graph.t_max]
else:
x_min = max(graph.t_min, bounded_graph.t_min)
x_max = min(graph.t_max, bounded_graph.t_max)
x_range = [x_min, x_max]
x_range = [*x_range[:2], dx]
rectangles = VGroup()
x_range = np.arange(*x_range)
if isinstance(color, (list, tuple)):
color = [ManimColor(c) for c in color]
else:
color = [ManimColor(color)]
colors = color_gradient(color, len(x_range))
for x, color in zip(x_range, colors):
if input_sample_type == "left":
sample_input = x
elif input_sample_type == "right":
sample_input = x + dx
elif input_sample_type == "center":
sample_input = x + 0.5 * dx
else:
raise ValueError("Invalid input sample type")
graph_point = self.input_to_graph_point(sample_input, graph)
if bounded_graph is None:
y_point = self._origin_shift(self.y_range)
else:
y_point = bounded_graph.underlying_function(x)
points = VGroup(
*list(
map(
VectorizedPoint,
[
self.coords_to_point(x, y_point),
self.coords_to_point(x + width_scale_factor * dx, y_point),
graph_point,
],
),
)
)
rect = Rectangle().replace(points, stretch=True)
rectangles.add(rect)
# checks if the rectangle is under the x-axis
if self.p2c(graph_point)[1] < y_point and show_signed_area:
color = invert_color(color)
# blends rectangles smoothly
if blend:
stroke_color = color
rect.set_style(
fill_color=color,
fill_opacity=fill_opacity,
stroke_color=stroke_color,
stroke_width=stroke_width,
)
return rectangles
def get_area(
self,
graph: ParametricFunction,
x_range: tuple[float, float] | None = None,
color: ParsableManimColor | Iterable[ParsableManimColor] = (BLUE, GREEN),
opacity: float = 0.3,
bounded_graph: ParametricFunction = None,
**kwargs: Any,
) -> Polygon:
"""Returns a :class:`~.Polygon` representing the area under the graph passed.
Parameters
----------
graph
The graph/curve for which the area needs to be gotten.
x_range
The range of the minimum and maximum x-values of the area. ``x_range = [x_min, x_max]``.
color
The color of the area. Creates a gradient if a list of colors is provided.
opacity
The opacity of the area.
bounded_graph
If a secondary :attr:`graph` is specified, encloses the area between the two curves.
kwargs
Additional parameters passed to :class:`~.Polygon`.
Returns
-------
:class:`~.Polygon`
The :class:`~.Polygon` representing the area.
Raises
------
:exc:`ValueError`
When x_ranges do not match (either area x_range, graph's x_range or bounded_graph's x_range).
Examples
--------
.. manim:: GetAreaExample
:save_last_frame:
class GetAreaExample(Scene):
def construct(self):
ax = Axes().add_coordinates()
curve = ax.plot(lambda x: 2 * np.sin(x), color=DARK_BLUE)
area = ax.get_area(
curve,
x_range=(PI / 2, 3 * PI / 2),
color=(GREEN_B, GREEN_D),
opacity=1,
)
self.add(ax, curve, area)
"""
if x_range is None:
a = graph.t_min
b = graph.t_max
else:
a, b = x_range
if bounded_graph is not None:
if bounded_graph.t_min > b:
raise ValueError(
f"Ranges not matching: {bounded_graph.t_min} < {b}",
)
if bounded_graph.t_max < a:
raise ValueError(
f"Ranges not matching: {bounded_graph.t_max} > {a}",
)
a = max(a, bounded_graph.t_min)
b = min(b, bounded_graph.t_max)
if bounded_graph is None:
points = (
[self.c2p(a), graph.function(a)]
+ [p for p in graph.points if a <= self.p2c(p)[0] <= b]
+ [graph.function(b), self.c2p(b)]
)
else:
graph_points, bounded_graph_points = (
[g.function(a)]
+ [p for p in g.points if a <= self.p2c(p)[0] <= b]
+ [g.function(b)]
for g in (graph, bounded_graph)
)
points = graph_points + bounded_graph_points[::-1]
return Polygon(*points, **kwargs).set_opacity(opacity).set_color(color)
def angle_of_tangent(
self,
x: float,
graph: ParametricFunction,
dx: float = 1e-8,
) -> float:
"""Returns the angle to the x-axis of the tangent
to the plotted curve at a particular x-value.
Parameters
----------
x
The x-value at which the tangent must touch the curve.
graph
The :class:`~.ParametricFunction` for which to calculate the tangent.
dx
The change in `x` used to determine the angle of the tangent to the curve.
Returns
-------
:class:`float`
The angle of the tangent to the curve.
Examples
--------
.. code-block:: python
ax = Axes()
curve = ax.plot(lambda x: x**2)
ax.angle_of_tangent(x=3, graph=curve)
# 1.4056476493802699
"""
p0 = np.array([*self.input_to_graph_coords(x, graph)])
p1 = np.array([*self.input_to_graph_coords(x + dx, graph)])
return angle_of_vector(p1 - p0)
def slope_of_tangent(
self, x: float, graph: ParametricFunction, **kwargs: Any
) -> float:
"""Returns the slope of the tangent to the plotted curve
at a particular x-value.
Parameters
----------
x
The x-value at which the tangent must touch the curve.
graph
The :class:`~.ParametricFunction` for which to calculate the tangent.
Returns
-------
:class:`float`
The slope of the tangent with the x axis.
Examples
--------
.. code-block:: python
ax = Axes()
curve = ax.plot(lambda x: x**2)
ax.slope_of_tangent(x=-2, graph=curve)
# -3.5000000259052038
"""
return np.tan(self.angle_of_tangent(x, graph, **kwargs))
def plot_derivative_graph(
self, graph: ParametricFunction, color: ParsableManimColor = GREEN, **kwargs
) -> ParametricFunction:
"""Returns the curve of the derivative of the passed graph.
Parameters
----------
graph
The graph for which the derivative will be found.
color
The color of the derivative curve.
kwargs
Any valid keyword argument of :class:`~.ParametricFunction`.
Returns
-------
:class:`~.ParametricFunction`
The curve of the derivative.
Examples
--------
.. manim:: DerivativeGraphExample
:save_last_frame:
class DerivativeGraphExample(Scene):
def construct(self):
ax = NumberPlane(y_range=[-1, 7], background_line_style={"stroke_opacity": 0.4})
curve_1 = ax.plot(lambda x: x ** 2, color=PURPLE_B)
curve_2 = ax.plot_derivative_graph(curve_1)
curves = VGroup(curve_1, curve_2)
label_1 = ax.get_graph_label(curve_1, "x^2", x_val=-2, direction=DL)
label_2 = ax.get_graph_label(curve_2, "2x", x_val=3, direction=RIGHT)
labels = VGroup(label_1, label_2)
self.add(ax, curves, labels)
"""
def deriv(x):
return self.slope_of_tangent(x, graph)
return self.plot(deriv, color=color, **kwargs)
def plot_antiderivative_graph(
self,
graph: ParametricFunction,
y_intercept: float = 0,
samples: int = 50,
use_vectorized: bool = False,
**kwargs: Any,
) -> ParametricFunction:
"""Plots an antiderivative graph.
Parameters
----------
graph
The graph for which the antiderivative will be found.
y_intercept
The y-value at which the graph intercepts the y-axis.
samples
The number of points to take the area under the graph.
use_vectorized
Whether to use the vectorized version of the antiderivative. This means
to pass in the generated t value array to the function. Only use this if your function supports it.
Output should be a numpy array of shape ``[y_0, y_1, ...]``
kwargs
Any valid keyword argument of :class:`~.ParametricFunction`.
Returns
-------
:class:`~.ParametricFunction`
The curve of the antiderivative.
.. note::
This graph is plotted from the values of area under the reference graph.
The result might not be ideal if the reference graph contains uncalculatable
areas from x=0.
Examples
--------
.. manim:: AntiderivativeExample
:save_last_frame:
class AntiderivativeExample(Scene):
def construct(self):
ax = Axes()
graph1 = ax.plot(
lambda x: (x ** 2 - 2) / 3,
color=RED,
)
graph2 = ax.plot_antiderivative_graph(graph1, color=BLUE)
self.add(ax, graph1, graph2)
"""
def antideriv(x):
x_vals = np.linspace(0, x, samples, axis=1 if use_vectorized else 0)
f_vec = np.vectorize(graph.underlying_function)
y_vals = f_vec(x_vals)
return np.trapz(y_vals, x_vals) + y_intercept
return self.plot(antideriv, use_vectorized=use_vectorized, **kwargs)
def get_secant_slope_group(
self,
x: float,
graph: ParametricFunction,
dx: float | None = None,
dx_line_color: ParsableManimColor = YELLOW,
dy_line_color: ParsableManimColor | None = None,
dx_label: float | str | None = None,
dy_label: float | str | None = None,
include_secant_line: bool = True,
secant_line_color: ParsableManimColor = GREEN,
secant_line_length: float = 10,
) -> VGroup:
"""Creates two lines representing `dx` and `df`, the labels for `dx` and `df`, and
the secant to the curve at a particular x-value.
Parameters
----------
x
The x-value at which the secant intersects the graph for the first time.
graph
The curve for which the secant will be found.
dx
The change in `x` after which the secant exits.
dx_line_color
The color of the line that indicates the change in `x`.
dy_line_color
The color of the line that indicates the change in `y`. Defaults to the color of :attr:`graph`.
dx_label
The label for the `dx` line. Defaults to :class:`~.MathTex` for ``str`` and ``float`` inputs.
dy_label
The label for the `dy` line. Defaults to :class:`~.MathTex` for ``str`` and ``float`` inputs.
include_secant_line
Whether to include the secant line in the graph,
or just the df/dx lines and labels.
secant_line_color
The color of the secant line.
secant_line_length
The length of the secant line.
Returns
-------
:class:`~.VGroup`
A group containing the elements: `dx_line`, `df_line`, and
if applicable also :attr:`dx_label`, :attr:`df_label`, `secant_line`.
Examples
--------
.. manim:: GetSecantSlopeGroupExample
:save_last_frame:
class GetSecantSlopeGroupExample(Scene):
def construct(self):
ax = Axes(y_range=[-1, 7])
graph = ax.plot(lambda x: 1 / 4 * x ** 2, color=BLUE)
slopes = ax.get_secant_slope_group(
x=2.0,
graph=graph,
dx=1.0,
dx_label=Tex("dx = 1.0"),
dy_label="dy",
dx_line_color=GREEN_B,
secant_line_length=4,
secant_line_color=RED_D,
)
self.add(ax, graph, slopes)
"""
group = VGroup()
dx = dx or float(self.x_range[1] - self.x_range[0]) / 10
dy_line_color = dy_line_color or graph.get_color()
p1 = self.input_to_graph_point(x, graph)
p2 = self.input_to_graph_point(x + dx, graph)
interim_point = p2[0] * RIGHT + p1[1] * UP
group.dx_line = Line(p1, interim_point, color=dx_line_color)
group.df_line = Line(interim_point, p2, color=dy_line_color)
group.add(group.dx_line, group.df_line)
labels = VGroup()
if dx_label is not None:
group.dx_label = self.x_axis._create_label_tex(dx_label)
labels.add(group.dx_label)
group.add(group.dx_label)
if dy_label is not None:
group.df_label = self.x_axis._create_label_tex(dy_label)
labels.add(group.df_label)
group.add(group.df_label)
if len(labels) > 0:
max_width = 0.8 * group.dx_line.width
max_height = 0.8 * group.df_line.height
if labels.width > max_width:
labels.width = max_width
if labels.height > max_height:
labels.height = max_height
if dx_label is not None:
group.dx_label.next_to(
group.dx_line,
np.sign(dx) * DOWN,
buff=group.dx_label.height / 2,
)
group.dx_label.set_color(group.dx_line.get_color())
if dy_label is not None:
group.df_label.next_to(
group.df_line,
np.sign(dx) * RIGHT,
buff=group.df_label.height / 2,
)
group.df_label.set_color(group.df_line.get_color())
if include_secant_line:
group.secant_line = Line(p1, p2, color=secant_line_color)
group.secant_line.scale(
secant_line_length / group.secant_line.get_length(),
)
group.add(group.secant_line)
return group
def get_vertical_lines_to_graph(
self,
graph: ParametricFunction,
x_range: Sequence[float] | None = None,
num_lines: int = 20,
**kwargs: Any,
) -> VGroup:
"""Obtains multiple lines from the x-axis to the curve.
Parameters
----------
graph
The graph along which the lines are placed.
x_range
A list containing the lower and and upper bounds of the lines: ``x_range = [x_min, x_max]``.
num_lines
The number of evenly spaced lines.
kwargs
Additional arguments to be passed to :meth:`~.CoordinateSystem.get_vertical_line`.
Returns
-------
:class:`~.VGroup`
The :class:`~.VGroup` of the evenly spaced lines.
Examples
--------
.. manim:: GetVerticalLinesToGraph
:save_last_frame:
class GetVerticalLinesToGraph(Scene):
def construct(self):
ax = Axes(
x_range=[0, 8.0, 1],
y_range=[-1, 1, 0.2],
axis_config={"font_size": 24},
).add_coordinates()
curve = ax.plot(lambda x: np.sin(x) / np.e ** 2 * x)
lines = ax.get_vertical_lines_to_graph(
curve, x_range=[0, 4], num_lines=30, color=BLUE
)
self.add(ax, curve, lines)
"""
x_range = x_range if x_range is not None else self.x_range
return VGroup(
*(
self.get_vertical_line(self.i2gp(x, graph), **kwargs)
for x in np.linspace(x_range[0], x_range[1], num_lines)
)
)
def get_T_label(
self,
x_val: float,
graph: ParametricFunction,
label: float | str | Mobject | None = None,
label_color: ParsableManimColor | None = None,
triangle_size: float = MED_SMALL_BUFF,
triangle_color: ParsableManimColor | None = WHITE,
line_func: type[Line] = Line,
line_color: ParsableManimColor = YELLOW,
) -> VGroup:
"""Creates a labelled triangle marker with a vertical line from the x-axis
to a curve at a given x-value.
Parameters
----------
x_val
The position along the curve at which the label, line and triangle will be constructed.
graph
The :class:`~.ParametricFunction` for which to construct the label.
label
The label of the vertical line and triangle.
label_color
The color of the label.
triangle_size
The size of the triangle.
triangle_color
The color of the triangle.
line_func
The function used to construct the vertical line.
line_color
The color of the vertical line.
Returns
-------
:class:`~.VGroup`
A :class:`~.VGroup` of the label, triangle and vertical line mobjects.
Examples
--------
.. manim:: TLabelExample
:save_last_frame:
class TLabelExample(Scene):
def construct(self):
# defines the axes and linear function
axes = Axes(x_range=[-1, 10], y_range=[-1, 10], x_length=9, y_length=6)
func = axes.plot(lambda x: x, color=BLUE)
# creates the T_label
t_label = axes.get_T_label(x_val=4, graph=func, label=Tex("x-value"))
self.add(axes, func, t_label)
"""
T_label_group = VGroup()
triangle = RegularPolygon(n=3, start_angle=np.pi / 2, stroke_width=0).set_fill(
color=triangle_color,
opacity=1,
)
triangle.height = triangle_size
triangle.move_to(self.coords_to_point(x_val, 0), UP)
if label is not None:
t_label = self.x_axis._create_label_tex(label, color=label_color)
t_label.next_to(triangle, DOWN)
T_label_group.add(t_label)
v_line = self.get_vertical_line(
self.i2gp(x_val, graph),
color=line_color,
line_func=line_func,
)
T_label_group.add(triangle, v_line)
return T_label_group
class Axes(VGroup, CoordinateSystem, metaclass=ConvertToOpenGL):
"""Creates a set of axes.
Parameters
----------
x_range
The ``(x_min, x_max, x_step)`` values of the x-axis.
y_range
The ``(y_min, y_max, y_step)`` values of the y-axis.
x_length
The length of the x-axis.
y_length
The length of the y-axis.
axis_config
Arguments to be passed to :class:`~.NumberLine` that influences both axes.
x_axis_config
Arguments to be passed to :class:`~.NumberLine` that influence the x-axis.
y_axis_config
Arguments to be passed to :class:`~.NumberLine` that influence the y-axis.
tips
Whether or not to include the tips on both axes.
kwargs
Additional arguments to be passed to :class:`CoordinateSystem` and :class:`~.VGroup`.
Examples
--------
.. manim:: LogScalingExample
:save_last_frame:
class LogScalingExample(Scene):
def construct(self):
ax = Axes(
x_range=[0, 10, 1],
y_range=[-2, 6, 1],
tips=False,
axis_config={"include_numbers": True},
y_axis_config={"scaling": LogBase(custom_labels=True)},
)
# x_min must be > 0 because log is undefined at 0.
graph = ax.plot(lambda x: x ** 2, x_range=[0.001, 10], use_smoothing=False)
self.add(ax, graph)
Styling arguments can be passed to the underlying :class:`.NumberLine`
mobjects that represent the axes:
.. manim:: AxesWithDifferentTips
:save_last_frame:
class AxesWithDifferentTips(Scene):
def construct(self):
ax = Axes(axis_config={'tip_shape': StealthTip})
self.add(ax)
"""
def __init__(
self,
x_range: Sequence[float] | None = None,
y_range: Sequence[float] | None = None,
x_length: float | None = round(config.frame_width) - 2,
y_length: float | None = round(config.frame_height) - 2,
axis_config: dict | None = None,
x_axis_config: dict | None = None,
y_axis_config: dict | None = None,
tips: bool = True,
**kwargs: Any,
) -> None:
VGroup.__init__(self, **kwargs)
CoordinateSystem.__init__(self, x_range, y_range, x_length, y_length)
self.axis_config = {
"include_tip": tips,
"numbers_to_exclude": [0],
}
self.x_axis_config = {}
self.y_axis_config = {"rotation": 90 * DEGREES, "label_direction": LEFT}
self._update_default_configs(
(self.axis_config, self.x_axis_config, self.y_axis_config),
(axis_config, x_axis_config, y_axis_config),
)
self.x_axis_config = merge_dicts_recursively(
self.axis_config,
self.x_axis_config,
)
self.y_axis_config = merge_dicts_recursively(
self.axis_config,
self.y_axis_config,
)
# excluding the origin tick removes a tick at the 0-point of the axis
# This is desired for LinearBase because the 0 point is always the x-axis
# For non-LinearBase, the "0-point" does not have this quality, so it must be included.
# i.e. with LogBase range [-2, 4]:
# it would remove the "0" tick, which is actually 10^0,
# not the lowest tick on the graph (which is 10^-2).
if self.x_axis_config.get("scaling") is None or isinstance(
self.x_axis_config.get("scaling"), LinearBase
):
self.x_axis_config["exclude_origin_tick"] = True
else:
self.x_axis_config["exclude_origin_tick"] = False
if self.y_axis_config.get("scaling") is None or isinstance(
self.y_axis_config.get("scaling"), LinearBase
):
self.y_axis_config["exclude_origin_tick"] = True
else:
self.y_axis_config["exclude_origin_tick"] = False
self.x_axis = self._create_axis(self.x_range, self.x_axis_config, self.x_length)
self.y_axis = self._create_axis(self.y_range, self.y_axis_config, self.y_length)
# 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)
# finds the middle-point on each axis
lines_center_point = [
axis.scaling.function((axis.x_range[1] + axis.x_range[0]) / 2)
for axis in self.axes
]
self.shift(-self.coords_to_point(*lines_center_point))
@staticmethod
def _update_default_configs(
default_configs: tuple[dict[Any, Any]], passed_configs: tuple[dict[Any, Any]]
) -> None:
"""Takes in two tuples of dicts and return modifies the first such that values from
``passed_configs`` overwrite values in ``default_configs``. If a key does not exist
in default_configs, it is added to the dict.
This method is useful for having defaults in a class and being able to overwrite
them with user-defined input.
Parameters
----------
default_configs
The dict that will be updated.
passed_configs
The dict that will be used to update.
Examples
--------
To create a tuple with one dictionary, add a comma after the element:
.. code-block:: python
self._update_default_configs(
(dict_1,)(
dict_2,
)
)
"""
for default_config, passed_config in zip(default_configs, passed_configs):
if passed_config is not None:
update_dict_recursively(default_config, passed_config)
def _create_axis(
self,
range_terms: Sequence[float],
axis_config: dict[str, Any],
length: float,
) -> NumberLine:
"""Creates an axis and dynamically adjusts its position depending on where 0 is located on the line.
Parameters
----------
range_terms
The range of the the axis : ``(x_min, x_max, x_step)``.
axis_config
Additional parameters that are passed to :class:`~.NumberLine`.
length
The length of the axis.
Returns
-------
:class:`NumberLine`
Returns a number line based on ``range_terms``.
"""
axis_config["length"] = length
axis = NumberLine(range_terms, **axis_config)
# without the call to _origin_shift, graph does not exist when min > 0 or max < 0
# shifts the axis so that 0 is centered
axis.shift(-axis.number_to_point(self._origin_shift([axis.x_min, axis.x_max])))
return axis
def coords_to_point(
self, *coords: float | Sequence[float] | Sequence[Sequence[float]] | np.ndarray
) -> np.ndarray:
"""Accepts coordinates from the axes and returns a point with respect to the scene.
Parameters
----------
coords
The coordinates. Each coord is passed as a separate argument: ``ax.coords_to_point(1, 2, 3)``.
Also accepts a list of coordinates
``ax.coords_to_point( [x_0, x_1, ...], [y_0, y_1, ...], ... )``
``ax.coords_to_point( [[x_0, y_0, z_0], [x_1, y_1, z_1]] )``
Returns
-------
np.ndarray
A point with respect to the scene's coordinate system.
The shape of the array will be similar to the shape of the input.
Examples
--------
.. code-block:: pycon
>>> from manim import Axes
>>> import numpy as np
>>> ax = Axes()
>>> np.around(ax.coords_to_point(1, 0, 0), 2)
array([0.86, 0. , 0. ])
>>> np.around(ax.coords_to_point([[0, 1], [1, 1], [1, 0]]), 2)
array([[0. , 0.75, 0. ],
[0.86, 0.75, 0. ],
[0.86, 0. , 0. ]])
>>> np.around(
... ax.coords_to_point([0, 1, 1], [1, 1, 0]), 2
... ) # Transposed version of the above
array([[0. , 0.86, 0.86],
[0.75, 0.75, 0. ],
[0. , 0. , 0. ]])
.. manim:: CoordsToPointExample
:save_last_frame:
class CoordsToPointExample(Scene):
def construct(self):
ax = Axes().add_coordinates()
# a dot with respect to the axes
dot_axes = Dot(ax.coords_to_point(2, 2), color=GREEN)
lines = ax.get_lines_to_point(ax.c2p(2,2))
# a dot with respect to the scene
# the default plane corresponds to the coordinates of the scene.
plane = NumberPlane()
dot_scene = Dot((2,2,0), color=RED)
self.add(plane, dot_scene, ax, dot_axes, lines)
"""
coords = np.asarray(coords)
origin = self.x_axis.number_to_point(
self._origin_shift([self.x_axis.x_min, self.x_axis.x_max]),
)
# Is coords in the format ([[x1 y1 z1] [x2 y2 z2] ...])? (True)
# Or is coords in the format (x, y, z) or ([x1 x2 ...], [y1 y2 ...], [z1 z2 ...])? (False)
# The latter is preferred.
are_coordinates_transposed = False
# If coords is in the format ([[x1 y1 z1] [x2 y2 z2] ...]):
if coords.ndim == 3:
# Extract from original tuple: now coords looks like [[x y z]] or [[x1 y1 z1] [x2 y2 z2] ...].
coords = coords[0]
# If there's a single coord (coords = [[x y z]]), extract it so that
# coords = [x y z] and coords_to_point returns a single point.
if coords.shape[0] == 1:
coords = coords[0]
# Else, if coords looks more like [[x1 y1 z1] [x2 y2 z2] ...], transform them (by
# transposing) into the format [[x1 x2 ...] [y1 y2 ...] [z1 z2 ...]] for later processing.
else:
coords = coords.T
are_coordinates_transposed = True
# Otherwise, coords already looked like (x, y, z) or ([x1 x2 ...], [y1 y2 ...], [z1 z2 ...]),
# so no further processing is needed.
# Now coords should either look like [x y z] or [[x1 x2 ...] [y1 y2 ...] [z1 z2 ...]],
# so it can be iterated directly. Each element is either a float representing a single
# coordinate, or a float ndarray of coordinates corresponding to a single axis.
# Although "points" and "nums" are in plural, there might be a single point or number.
points = self.x_axis.number_to_point(coords[0])
other_axes = self.axes.submobjects[1:]
for axis, nums in zip(other_axes, coords[1:]):
points += axis.number_to_point(nums) - origin
# Return points as is, except if coords originally looked like
# ([x1 x2 ...], [y1 y2 ...], [z1 z2 ...]), which is determined by the conditions below. In
# that case, the current implementation requires that the results have to be transposed.
if are_coordinates_transposed or points.ndim == 1:
return points
return points.T
def point_to_coords(self, point: Sequence[float]) -> np.ndarray:
"""Accepts a point from the scene and returns its coordinates with respect to the axes.
Parameters
----------
point
The point, i.e. ``RIGHT`` or ``[0, 1, 0]``.
Also accepts a list of points as ``[RIGHT, [0, 1, 0]]``.
Returns
-------
np.ndarray[float]
The coordinates on the axes, i.e. ``[4.0, 7.0]``.
Or a list of coordinates if `point` is a list of points.
Examples
--------
.. code-block:: pycon
>>> from manim import Axes, RIGHT
>>> import numpy as np
>>> ax = Axes(x_range=[0, 10, 2])
>>> np.around(ax.point_to_coords(RIGHT), 2)
array([5.83, 0. ])
>>> np.around(ax.point_to_coords([[0, 0, 1], [1, 0, 0]]), 2)
array([[5. , 0. ],
[5.83, 0. ]])
.. manim:: PointToCoordsExample
:save_last_frame:
class PointToCoordsExample(Scene):
def construct(self):
ax = Axes(x_range=[0, 10, 2]).add_coordinates()
circ = Circle(radius=0.5).shift(UR * 2)
# get the coordinates of the circle with respect to the axes
coords = np.around(ax.point_to_coords(circ.get_right()), decimals=2)
label = (
Matrix([[coords[0]], [coords[1]]]).scale(0.75).next_to(circ, RIGHT)
)
self.add(ax, circ, label, Dot(circ.get_right()))
"""
point = np.asarray(point)
result = np.asarray([axis.point_to_number(point) for axis in self.get_axes()])
if point.ndim == 2:
return result.T
return result
def get_axes(self) -> VGroup:
"""Gets the axes.
Returns
-------
:class:`~.VGroup`
A pair of axes.
"""
return self.axes
def get_axis_labels(
self,
x_label: float | str | Mobject = "x",
y_label: float | str | Mobject = "y",
) -> VGroup:
"""Defines labels for the x-axis and y-axis of the graph.
For increased control over the position of the labels,
use :meth:`~.CoordinateSystem.get_x_axis_label` and
:meth:`~.CoordinateSystem.get_y_axis_label`.
Parameters
----------
x_label
The label for the x_axis. Defaults to :class:`~.MathTex` for ``str`` and ``float`` inputs.
y_label
The label for the y_axis. Defaults to :class:`~.MathTex` for ``str`` and ``float`` inputs.
Returns
-------
:class:`~.VGroup`
A :class:`~.VGroup` of the labels for the x_axis and y_axis.
.. seealso::
:meth:`~.CoordinateSystem.get_x_axis_label`
:meth:`~.CoordinateSystem.get_y_axis_label`
Examples
--------
.. manim:: GetAxisLabelsExample
:save_last_frame:
class GetAxisLabelsExample(Scene):
def construct(self):
ax = Axes()
labels = ax.get_axis_labels(
Tex("x-axis").scale(0.7), Text("y-axis").scale(0.45)
)
self.add(ax, labels)
"""
self.axis_labels = VGroup(
self.get_x_axis_label(x_label),
self.get_y_axis_label(y_label),
)
return self.axis_labels
def plot_line_graph(
self,
x_values: Iterable[float],
y_values: Iterable[float],
z_values: Iterable[float] | None = None,
line_color: ParsableManimColor = YELLOW,
add_vertex_dots: bool = True,
vertex_dot_radius: float = DEFAULT_DOT_RADIUS,
vertex_dot_style: dict[str, Any] | None = None,
**kwargs: Any,
) -> VDict:
"""Draws a line graph.
The graph connects the vertices formed from zipping
``x_values``, ``y_values`` and ``z_values``. Also adds :class:`Dots <.Dot>` at the
vertices if ``add_vertex_dots`` is set to ``True``.
Parameters
----------
x_values
Iterable of values along the x-axis.
y_values
Iterable of values along the y-axis.
z_values
Iterable of values (zeros if z_values is None) along the z-axis.
line_color
Color for the line graph.
add_vertex_dots
Whether or not to add :class:`~.Dot` at each vertex.
vertex_dot_radius
Radius for the :class:`~.Dot` at each vertex.
vertex_dot_style
Style arguments to be passed into :class:`~.Dot` at each vertex.
kwargs
Additional arguments to be passed into :class:`~.VMobject`.
Returns
-------
:class:`~.VDict`
A VDict containing both the line and dots (if specified). The line can be accessed with: ``line_graph["line_graph"]``.
The dots can be accessed with: ``line_graph["vertex_dots"]``.
Examples
--------
.. manim:: LineGraphExample
:save_last_frame:
class LineGraphExample(Scene):
def construct(self):
plane = NumberPlane(
x_range = (0, 7),
y_range = (0, 5),
x_length = 7,
axis_config={"include_numbers": True},
)
plane.center()
line_graph = plane.plot_line_graph(
x_values = [0, 1.5, 2, 2.8, 4, 6.25],
y_values = [1, 3, 2.25, 4, 2.5, 1.75],
line_color=GOLD_E,
vertex_dot_style=dict(stroke_width=3, fill_color=PURPLE),
stroke_width = 4,
)
self.add(plane, line_graph)
"""
x_values, y_values = map(np.array, (x_values, y_values))
if z_values is None:
z_values = np.zeros(x_values.shape)
line_graph = VDict()
graph = VGroup(color=line_color, **kwargs)
vertices = [
self.coords_to_point(x, y, z)
for x, y, z in zip(x_values, y_values, z_values)
]
graph.set_points_as_corners(vertices)
line_graph["line_graph"] = graph
if add_vertex_dots:
vertex_dot_style = vertex_dot_style or {}
vertex_dots = VGroup(
*(
Dot(point=vertex, radius=vertex_dot_radius, **vertex_dot_style)
for vertex in vertices
)
)
line_graph["vertex_dots"] = vertex_dots
return line_graph
@staticmethod
def _origin_shift(axis_range: Sequence[float]) -> float:
"""Determines how to shift graph mobjects to compensate when 0 is not on the axis.
Parameters
----------
axis_range
The range of the axis : ``(x_min, x_max, x_step)``.
"""
if axis_range[0] > 0:
# min greater than 0
return axis_range[0]
if axis_range[1] < 0:
# max less than 0
return axis_range[1]
else:
return 0
class ThreeDAxes(Axes):
"""A 3-dimensional set of axes.
Parameters
----------
x_range
The ``[x_min, x_max, x_step]`` values of the x-axis.
y_range
The ``[y_min, y_max, y_step]`` values of the y-axis.
z_range
The ``[z_min, z_max, z_step]`` values of the z-axis.
x_length
The length of the x-axis.
y_length
The length of the y-axis.
z_length
The length of the z-axis.
z_axis_config
Arguments to be passed to :class:`~.NumberLine` that influence the z-axis.
z_normal
The direction of the normal.
num_axis_pieces
The number of pieces used to construct the axes.
light_source
The direction of the light source.
depth
Currently non-functional.
gloss
Currently non-functional.
kwargs
Additional arguments to be passed to :class:`Axes`.
"""
def __init__(
self,
x_range: Sequence[float] | None = (-6, 6, 1),
y_range: Sequence[float] | None = (-5, 5, 1),
z_range: Sequence[float] | None = (-4, 4, 1),
x_length: float | None = config.frame_height + 2.5,
y_length: float | None = config.frame_height + 2.5,
z_length: float | None = config.frame_height - 1.5,
z_axis_config: dict[str, Any] | None = None,
z_normal: Vector3D = DOWN,
num_axis_pieces: int = 20,
light_source: Sequence[float] = 9 * DOWN + 7 * LEFT + 10 * OUT,
# opengl stuff (?)
depth=None,
gloss=0.5,
**kwargs: dict[str, Any],
) -> None:
super().__init__(
x_range=x_range,
x_length=x_length,
y_range=y_range,
y_length=y_length,
**kwargs,
)
self.z_range = z_range
self.z_length = z_length
self.z_axis_config = {}
self._update_default_configs((self.z_axis_config,), (z_axis_config,))
self.z_axis_config = merge_dicts_recursively(
self.axis_config,
self.z_axis_config,
)
self.z_normal = z_normal
self.num_axis_pieces = num_axis_pieces
self.light_source = light_source
self.dimension = 3
if self.z_axis_config.get("scaling") is None or isinstance(
self.z_axis_config.get("scaling"), LinearBase
):
self.z_axis_config["exclude_origin_tick"] = True
else:
self.z_axis_config["exclude_origin_tick"] = False
z_axis = self._create_axis(self.z_range, self.z_axis_config, self.z_length)
# [ax.x_min, ax.x_max] used to account for LogBase() scaling
# where ax.x_range[0] != ax.x_min
z_origin = self._origin_shift([z_axis.x_min, z_axis.x_max])
z_axis.rotate_about_number(z_origin, -PI / 2, UP)
z_axis.rotate_about_number(z_origin, angle_of_vector(self.z_normal))
z_axis.shift(-z_axis.number_to_point(z_origin))
z_axis.shift(
self.x_axis.number_to_point(
self._origin_shift([self.x_axis.x_min, self.x_axis.x_max]),
),
)
self.axes.add(z_axis)
self.add(z_axis)
self.z_axis = z_axis
if config.renderer == RendererType.CAIRO:
self._add_3d_pieces()
self._set_axis_shading()
def _add_3d_pieces(self) -> None:
for axis in self.axes:
axis.pieces = VGroup(*axis.get_pieces(self.num_axis_pieces))
axis.add(axis.pieces)
axis.set_stroke(width=0, family=False)
axis.set_shade_in_3d(True)
def _set_axis_shading(self) -> None:
def make_func(axis):
vect = self.light_source
return lambda: (
axis.get_edge_center(-vect),
axis.get_edge_center(vect),
)
for axis in self:
for submob in axis.family_members_with_points():
submob.get_gradient_start_and_end_points = make_func(axis)
submob.get_unit_normal = lambda a: np.ones(3)
submob.set_sheen(0.2)
def get_y_axis_label(
self,
label: float | str | Mobject,
edge: Sequence[float] = UR,
direction: Sequence[float] = UR,
buff: float = SMALL_BUFF,
rotation: float = PI / 2,
rotation_axis: Vector3D = OUT,
**kwargs,
) -> Mobject:
"""Generate a y-axis label.
Parameters
----------
label
The label. Defaults to :class:`~.MathTex` for ``str`` and ``float`` inputs.
edge
The edge of the y-axis to which the label will be added, by default ``UR``.
direction
Allows for further positioning of the label from an edge, by default ``UR``.
buff
The distance of the label from the line, by default ``SMALL_BUFF``.
rotation
The angle at which to rotate the label, by default ``PI/2``.
rotation_axis
The axis about which to rotate the label, by default ``OUT``.
Returns
-------
:class:`~.Mobject`
The positioned label.
Examples
--------
.. manim:: GetYAxisLabelExample
:save_last_frame:
class GetYAxisLabelExample(ThreeDScene):
def construct(self):
ax = ThreeDAxes()
lab = ax.get_y_axis_label(Tex("$y$-label"))
self.set_camera_orientation(phi=2*PI/5, theta=PI/5)
self.add(ax, lab)
"""
positioned_label = self._get_axis_label(
label, self.get_y_axis(), edge, direction, buff=buff, **kwargs
)
positioned_label.rotate(rotation, axis=rotation_axis)
return positioned_label
def get_z_axis_label(
self,
label: float | str | Mobject,
edge: Vector3D = OUT,
direction: Vector3D = RIGHT,
buff: float = SMALL_BUFF,
rotation: float = PI / 2,
rotation_axis: Vector3D = RIGHT,
**kwargs: Any,
) -> Mobject:
"""Generate a z-axis label.
Parameters
----------
label
The label. Defaults to :class:`~.MathTex` for ``str`` and ``float`` inputs.
edge
The edge of the z-axis to which the label will be added, by default ``OUT``.
direction
Allows for further positioning of the label from an edge, by default ``RIGHT``.
buff
The distance of the label from the line, by default ``SMALL_BUFF``.
rotation
The angle at which to rotate the label, by default ``PI/2``.
rotation_axis
The axis about which to rotate the label, by default ``RIGHT``.
Returns
-------
:class:`~.Mobject`
The positioned label.
Examples
--------
.. manim:: GetZAxisLabelExample
:save_last_frame:
class GetZAxisLabelExample(ThreeDScene):
def construct(self):
ax = ThreeDAxes()
lab = ax.get_z_axis_label(Tex("$z$-label"))
self.set_camera_orientation(phi=2*PI/5, theta=PI/5)
self.add(ax, lab)
"""
positioned_label = self._get_axis_label(
label, self.get_z_axis(), edge, direction, buff=buff, **kwargs
)
positioned_label.rotate(rotation, axis=rotation_axis)
return positioned_label
def get_axis_labels(
self,
x_label: float | str | Mobject = "x",
y_label: float | str | Mobject = "y",
z_label: float | str | Mobject = "z",
) -> VGroup:
"""Defines labels for the x_axis and y_axis of the graph.
For increased control over the position of the labels,
use :meth:`~.CoordinateSystem.get_x_axis_label`,
:meth:`~.ThreeDAxes.get_y_axis_label`, and
:meth:`~.ThreeDAxes.get_z_axis_label`.
Parameters
----------
x_label
The label for the x_axis. Defaults to :class:`~.MathTex` for ``str`` and ``float`` inputs.
y_label
The label for the y_axis. Defaults to :class:`~.MathTex` for ``str`` and ``float`` inputs.
z_label
The label for the z_axis. Defaults to :class:`~.MathTex` for ``str`` and ``float`` inputs.
Returns
-------
:class:`~.VGroup`
A :class:`~.VGroup` of the labels for the x_axis, y_axis, and z_axis.
.. seealso::
:meth:`~.CoordinateSystem.get_x_axis_label`
:meth:`~.ThreeDAxes.get_y_axis_label`
:meth:`~.ThreeDAxes.get_z_axis_label`
Examples
--------
.. manim:: GetAxisLabelsExample
:save_last_frame:
class GetAxisLabelsExample(ThreeDScene):
def construct(self):
self.set_camera_orientation(phi=2*PI/5, theta=PI/5)
axes = ThreeDAxes()
labels = axes.get_axis_labels(
Tex("x-axis").scale(0.7), Text("y-axis").scale(0.45), Text("z-axis").scale(0.45)
)
self.add(axes, labels)
"""
self.axis_labels = VGroup(
self.get_x_axis_label(x_label),
self.get_y_axis_label(y_label),
self.get_z_axis_label(z_label),
)
return self.axis_labels
class NumberPlane(Axes):
"""Creates a cartesian plane with background lines.
Parameters
----------
x_range
The ``[x_min, x_max, x_step]`` values of the plane in the horizontal direction.
y_range
The ``[y_min, y_max, y_step]`` values of the plane in the vertical direction.
x_length
The width of the plane.
y_length
The height of the plane.
background_line_style
Arguments that influence the construction of the background lines of the plane.
faded_line_style
Similar to :attr:`background_line_style`, affects the construction of the scene's background lines.
faded_line_ratio
Determines the number of boxes within the background lines: :code:`2` = 4 boxes, :code:`3` = 9 boxes.
make_smooth_after_applying_functions
Currently non-functional.
kwargs
Additional arguments to be passed to :class:`Axes`.
.. note::
If :attr:`x_length` or :attr:`y_length` are not defined, they are automatically calculated such that
one unit on each axis is one Manim unit long.
Examples
--------
.. manim:: NumberPlaneExample
:save_last_frame:
class NumberPlaneExample(Scene):
def construct(self):
number_plane = NumberPlane(
background_line_style={
"stroke_color": TEAL,
"stroke_width": 4,
"stroke_opacity": 0.6
}
)
self.add(number_plane)
.. manim:: NumberPlaneScaled
:save_last_frame:
class NumberPlaneScaled(Scene):
def construct(self):
number_plane = NumberPlane(
x_range=(-4, 11, 1),
y_range=(-3, 3, 1),
x_length=5,
y_length=2,
).move_to(LEFT*3)
number_plane_scaled_y = NumberPlane(
x_range=(-4, 11, 1),
x_length=5,
y_length=4,
).move_to(RIGHT*3)
self.add(number_plane)
self.add(number_plane_scaled_y)
"""
def __init__(
self,
x_range: Sequence[float]
| None = (
-config["frame_x_radius"],
config["frame_x_radius"],
1,
),
y_range: Sequence[float]
| None = (
-config["frame_y_radius"],
config["frame_y_radius"],
1,
),
x_length: float | None = None,
y_length: float | None = None,
background_line_style: dict[str, Any] | None = None,
faded_line_style: dict[str, Any] | None = None,
faded_line_ratio: int = 1,
make_smooth_after_applying_functions: bool = True,
**kwargs: dict[str, Any],
):
# configs
self.axis_config = {
"stroke_width": 2,
"include_ticks": False,
"include_tip": False,
"line_to_number_buff": SMALL_BUFF,
"label_direction": DR,
"font_size": 24,
}
self.y_axis_config = {"label_direction": DR}
self.background_line_style = {
"stroke_color": BLUE_D,
"stroke_width": 2,
"stroke_opacity": 1,
}
self._update_default_configs(
(self.axis_config, self.y_axis_config, self.background_line_style),
(
kwargs.pop("axis_config", None),
kwargs.pop("y_axis_config", None),
background_line_style,
),
)
# Defaults to a faded version of line_config
self.faded_line_style = faded_line_style
self.faded_line_ratio = faded_line_ratio
self.make_smooth_after_applying_functions = make_smooth_after_applying_functions
# init
super().__init__(
x_range=x_range,
y_range=y_range,
x_length=x_length,
y_length=y_length,
axis_config=self.axis_config,
y_axis_config=self.y_axis_config,
**kwargs,
)
self._init_background_lines()
def _init_background_lines(self) -> None:
"""Will init all the lines of NumberPlanes (faded or not)"""
if self.faded_line_style is None:
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]:
"""Generate all the lines, faded and not faded.
Two sets of lines are generated: one parallel to the X-axis, and parallel to the Y-axis.
Returns
-------
Tuple[:class:`~.VGroup`, :class:`~.VGroup`]
The first (i.e the non faded lines) and second (i.e the faded lines) sets of lines, respectively.
"""
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,
self.y_axis.x_range[2],
self.faded_line_ratio,
)
y_lines1, y_lines2 = self._get_lines_parallel_to_axis(
y_axis,
x_axis,
self.x_axis.x_range[2],
self.faded_line_ratio,
)
# TODO this was added so that we can run tests on NumberPlane
# In the future these attributes will be tacked onto self.background_lines
self.x_lines = x_lines1
self.y_lines = y_lines1
lines1 = VGroup(*x_lines1, *y_lines1)
lines2 = VGroup(*x_lines2, *y_lines2)
return lines1, lines2
def _get_lines_parallel_to_axis(
self,
axis_parallel_to: NumberLine,
axis_perpendicular_to: NumberLine,
freq: float,
ratio_faded_lines: int,
) -> tuple[VGroup, VGroup]:
"""Generate a set of lines parallel to an axis.
Parameters
----------
axis_parallel_to
The axis with which the lines will be parallel.
axis_perpendicular_to
The axis with which the lines will be perpendicular.
ratio_faded_lines
The ratio between the space between faded lines and the space between non-faded lines.
freq
Frequency of non-faded lines (number of non-faded lines per graph unit).
Returns
-------
Tuple[:class:`~.VGroup`, :class:`~.VGroup`]
The first (i.e the non-faded lines parallel to `axis_parallel_to`) and second
(i.e the faded lines parallel to `axis_parallel_to`) sets of lines, respectively.
"""
line = Line(axis_parallel_to.get_start(), axis_parallel_to.get_end())
if ratio_faded_lines == 0: # don't show faded lines
ratio_faded_lines = 1 # i.e. set ratio to 1
step = (1 / ratio_faded_lines) * freq
lines1 = VGroup()
lines2 = VGroup()
unit_vector_axis_perp_to = axis_perpendicular_to.get_unit_vector()
# need to unpack all three values
x_min, x_max, _ = axis_perpendicular_to.x_range
# account for different axis scalings (logarithmic), where
# negative values do not exist and [-2 , 4] should output lines
# similar to [0, 6]
if axis_perpendicular_to.x_min > 0 and x_min < 0:
x_min, x_max = (0, np.abs(x_min) + np.abs(x_max))
# min/max used in case range does not include 0. i.e. if (2,6):
# the range becomes (0,4), not (0,6).
ranges = (
[0],
np.arange(step, min(x_max - x_min, x_max), step),
np.arange(-step, max(x_min - x_max, x_min), -step),
)
for inputs in ranges:
for k, x in enumerate(inputs):
new_line = line.copy()
new_line.shift(unit_vector_axis_perp_to * x)
if (k + 1) % ratio_faded_lines == 0:
lines1.add(new_line)
else:
lines2.add(new_line)
return lines1, lines2
def get_vector(self, coords: Sequence[ManimFloat], **kwargs: Any) -> Arrow:
kwargs["buff"] = 0
return Arrow(
self.coords_to_point(0, 0), self.coords_to_point(*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)
return self
class PolarPlane(Axes):
r"""Creates a polar plane with background lines.
Parameters
----------
azimuth_step
The number of divisions in the azimuth (also known as the `angular coordinate` or `polar angle`). If ``None`` is specified then it will use the default
specified by ``azimuth_units``:
- ``"PI radians"`` or ``"TAU radians"``: 20
- ``"degrees"``: 36
- ``"gradians"``: 40
- ``None``: 1
A non-integer value will result in a partial division at the end of the circle.
size
The diameter of the plane.
radius_step
The distance between faded radius lines.
radius_max
The maximum value of the radius.
azimuth_units
Specifies a default labelling system for the azimuth. Choices are:
- ``"PI radians"``: Fractional labels in the interval :math:`\left[0, 2\pi\right]` with :math:`\pi` as a constant.
- ``"TAU radians"``: Fractional labels in the interval :math:`\left[0, \tau\right]` (where :math:`\tau = 2\pi`) with :math:`\tau` as a constant.
- ``"degrees"``: Decimal labels in the interval :math:`\left[0, 360\right]` with a degree (:math:`^{\circ}`) symbol.
- ``"gradians"``: Decimal labels in the interval :math:`\left[0, 400\right]` with a superscript "g" (:math:`^{g}`).
- ``None``: Decimal labels in the interval :math:`\left[0, 1\right]`.
azimuth_compact_fraction
If the ``azimuth_units`` choice has fractional labels, choose whether to
combine the constant in a compact form :math:`\tfrac{xu}{y}` as opposed to
:math:`\tfrac{x}{y}u`, where :math:`u` is the constant.
azimuth_offset
The angle offset of the azimuth, expressed in radians.
azimuth_direction
The direction of the azimuth.
- ``"CW"``: Clockwise.
- ``"CCW"``: Anti-clockwise.
azimuth_label_buff
The buffer for the azimuth labels.
azimuth_label_font_size
The font size of the azimuth labels.
radius_config
The axis config for the radius.
Examples
--------
.. manim:: PolarPlaneExample
:ref_classes: PolarPlane
:save_last_frame:
class PolarPlaneExample(Scene):
def construct(self):
polarplane_pi = PolarPlane(
azimuth_units="PI radians",
size=6,
azimuth_label_font_size=33.6,
radius_config={"font_size": 33.6},
).add_coordinates()
self.add(polarplane_pi)
"""
def __init__(
self,
radius_max: float = config["frame_y_radius"],
size: float | None = None,
radius_step: float = 1,
azimuth_step: float | None = None,
azimuth_units: str | None = "PI radians",
azimuth_compact_fraction: bool = True,
azimuth_offset: float = 0,
azimuth_direction: str = "CCW",
azimuth_label_buff: float = SMALL_BUFF,
azimuth_label_font_size: float = 24,
radius_config: dict[str, Any] | None = None,
background_line_style: dict[str, Any] | None = None,
faded_line_style: dict[str, Any] | None = None,
faded_line_ratio: int = 1,
make_smooth_after_applying_functions: bool = True,
**kwargs: Any,
) -> None:
# error catching
if azimuth_units in ["PI radians", "TAU radians", "degrees", "gradians", None]:
self.azimuth_units = azimuth_units
else:
raise ValueError(
"Invalid azimuth units. Expected one of: PI radians, TAU radians, degrees, gradians or None.",
)
if azimuth_direction in ["CW", "CCW"]:
self.azimuth_direction = azimuth_direction
else:
raise ValueError("Invalid azimuth units. Expected one of: CW, CCW.")
# configs
self.radius_config = {
"stroke_width": 2,
"include_ticks": False,
"include_tip": False,
"line_to_number_buff": SMALL_BUFF,
"label_direction": DL,
"font_size": 24,
}
self.background_line_style = {
"stroke_color": BLUE_D,
"stroke_width": 2,
"stroke_opacity": 1,
}
self.azimuth_step = (
(
{
"PI radians": 20,
"TAU radians": 20,
"degrees": 36,
"gradians": 40,
None: 1,
}[azimuth_units]
)
if azimuth_step is None
else azimuth_step
)
self._update_default_configs(
(self.radius_config, self.background_line_style),
(radius_config, background_line_style),
)
# Defaults to a faded version of line_config
self.faded_line_style = faded_line_style
self.faded_line_ratio = faded_line_ratio
self.make_smooth_after_applying_functions = make_smooth_after_applying_functions
self.azimuth_offset = azimuth_offset
self.azimuth_label_buff = azimuth_label_buff
self.azimuth_label_font_size = azimuth_label_font_size
self.azimuth_compact_fraction = azimuth_compact_fraction
# init
super().__init__(
x_range=np.array((-radius_max, radius_max, radius_step)),
y_range=np.array((-radius_max, radius_max, radius_step)),
x_length=size,
y_length=size,
axis_config=self.radius_config,
**kwargs,
)
self._init_background_lines()
def _init_background_lines(self) -> None:
"""Will init all the lines of NumberPlanes (faded or not)"""
if self.faded_line_style is None:
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]:
"""Generate all the lines and circles, faded and not faded.
Returns
-------
Tuple[:class:`~.VGroup`, :class:`~.VGroup`]
The first (i.e the non faded lines and circles) and second (i.e the faded lines and circles) sets of lines and circles, respectively.
"""
center = self.get_origin()
ratio_faded_lines = self.faded_line_ratio
offset = self.azimuth_offset
if ratio_faded_lines == 0: # don't show faded lines
ratio_faded_lines = 1 # i.e. set ratio to 1
rstep = (1 / ratio_faded_lines) * self.x_axis.x_range[2]
astep = (1 / ratio_faded_lines) * (TAU * (1 / self.azimuth_step))
rlines1 = VGroup()
rlines2 = VGroup()
alines1 = VGroup()
alines2 = VGroup()
rinput = np.arange(0, self.x_axis.x_range[1] + rstep, rstep)
ainput = np.arange(0, TAU, astep)
unit_vector = self.x_axis.get_unit_vector()[0]
for k, x in enumerate(rinput):
new_line = Circle(radius=x * unit_vector)
if k % ratio_faded_lines == 0:
alines1.add(new_line)
else:
alines2.add(new_line)
line = Line(center, self.get_x_axis().get_end())
for k, x in enumerate(ainput):
new_line = line.copy()
new_line.rotate(x + offset, about_point=center)
if k % ratio_faded_lines == 0:
rlines1.add(new_line)
else:
rlines2.add(new_line)
lines1 = VGroup(*rlines1, *alines1)
lines2 = VGroup(*rlines2, *alines2)
return lines1, lines2
def get_axes(self) -> VGroup:
"""Gets the axes.
Returns
-------
:class:`~.VGroup`
A pair of axes.
"""
return self.axes
def get_vector(self, coords: Sequence[ManimFloat], **kwargs: Any) -> Arrow:
kwargs["buff"] = 0
return Arrow(
self.coords_to_point(0, 0), self.coords_to_point(*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)
return self
def get_coordinate_labels(
self,
r_values: Iterable[float] | None = None,
a_values: Iterable[float] | None = None,
**kwargs: Any,
) -> VDict:
"""Gets labels for the coordinates
Parameters
----------
r_values
Iterable of values along the radius, by default None.
a_values
Iterable of values along the azimuth, by default None.
Returns
-------
VDict
Labels for the radius and azimuth values.
"""
if r_values is None:
r_values = [r for r in self.get_x_axis().get_tick_range() if r >= 0]
if a_values is None:
a_values = np.arange(0, 1, 1 / self.azimuth_step)
r_mobs = self.get_x_axis().add_numbers(r_values)
if self.azimuth_direction == "CCW":
d = 1
elif self.azimuth_direction == "CW":
d = -1
else:
raise ValueError("Invalid azimuth direction. Expected one of: CW, CCW")
a_points = [
{
"label": i,
"point": np.array(
[
self.get_right()[0]
* np.cos(d * (i * TAU) + self.azimuth_offset),
self.get_right()[0]
* np.sin(d * (i * TAU) + self.azimuth_offset),
0,
],
),
}
for i in a_values
]
if self.azimuth_units == "PI radians" or self.azimuth_units == "TAU radians":
a_tex = [
self.get_radian_label(
i["label"],
font_size=self.azimuth_label_font_size,
).next_to(
i["point"],
direction=i["point"],
aligned_edge=i["point"],
buff=self.azimuth_label_buff,
)
for i in a_points
]
elif self.azimuth_units == "degrees":
a_tex = [
MathTex(
f'{360 * i["label"]:g}' + r"^{\circ}",
font_size=self.azimuth_label_font_size,
).next_to(
i["point"],
direction=i["point"],
aligned_edge=i["point"],
buff=self.azimuth_label_buff,
)
for i in a_points
]
elif self.azimuth_units == "gradians":
a_tex = [
MathTex(
f'{400 * i["label"]:g}' + r"^{g}",
font_size=self.azimuth_label_font_size,
).next_to(
i["point"],
direction=i["point"],
aligned_edge=i["point"],
buff=self.azimuth_label_buff,
)
for i in a_points
]
elif self.azimuth_units is None:
a_tex = [
MathTex(
f'{i["label"]:g}',
font_size=self.azimuth_label_font_size,
).next_to(
i["point"],
direction=i["point"],
aligned_edge=i["point"],
buff=self.azimuth_label_buff,
)
for i in a_points
]
a_mobs = VGroup(*a_tex)
self.coordinate_labels = VGroup(r_mobs, a_mobs)
return self.coordinate_labels
def add_coordinates(
self,
r_values: Iterable[float] | None = None,
a_values: Iterable[float] | None = None,
) -> Self:
"""Adds the coordinates.
Parameters
----------
r_values
Iterable of values along the radius, by default None.
a_values
Iterable of values along the azimuth, by default None.
"""
self.add(self.get_coordinate_labels(r_values, a_values))
return self
def get_radian_label(self, number, font_size: float = 24, **kwargs: Any) -> MathTex:
constant_label = {"PI radians": r"\pi", "TAU radians": r"\tau"}[
self.azimuth_units
]
division = number * {"PI radians": 2, "TAU radians": 1}[self.azimuth_units]
frac = fr.Fraction(division).limit_denominator(max_denominator=100)
if frac.numerator == 0 & frac.denominator == 0:
string = r"0"
elif frac.numerator == 1 and frac.denominator == 1:
string = constant_label
elif frac.numerator == 1:
if self.azimuth_compact_fraction:
string = (
r"\tfrac{" + constant_label + r"}{" + str(frac.denominator) + "}"
)
else:
string = r"\tfrac{1}{" + str(frac.denominator) + "}" + constant_label
elif frac.denominator == 1:
string = str(frac.numerator) + constant_label
else:
if self.azimuth_compact_fraction:
string = (
r"\tfrac{"
+ str(frac.numerator)
+ constant_label
+ r"}{"
+ str(frac.denominator)
+ r"}"
)
else:
string = (
r"\tfrac{"
+ str(frac.numerator)
+ r"}{"
+ str(frac.denominator)
+ r"}"
+ constant_label
)
return MathTex(string, font_size=font_size, **kwargs)
class ComplexPlane(NumberPlane):
"""A :class:`~.NumberPlane` specialized for use with complex numbers.
Examples
--------
.. manim:: ComplexPlaneExample
:save_last_frame:
:ref_classes: Dot MathTex
class ComplexPlaneExample(Scene):
def construct(self):
plane = ComplexPlane().add_coordinates()
self.add(plane)
d1 = Dot(plane.n2p(2 + 1j), color=YELLOW)
d2 = Dot(plane.n2p(-3 - 2j), color=YELLOW)
label1 = MathTex("2+i").next_to(d1, UR, 0.1)
label2 = MathTex("-3-2i").next_to(d2, UR, 0.1)
self.add(
d1,
label1,
d2,
label2,
)
"""
def __init__(self, **kwargs: Any) -> None:
super().__init__(
**kwargs,
)
def number_to_point(self, number: float | complex) -> np.ndarray:
"""Accepts a float/complex number and returns the equivalent point on the plane.
Parameters
----------
number
The number. Can be a float or a complex number.
Returns
-------
np.ndarray
The point on the plane.
"""
number = complex(number)
return self.coords_to_point(number.real, number.imag)
def n2p(self, number: float | complex) -> np.ndarray:
"""Abbreviation for :meth:`number_to_point`."""
return self.number_to_point(number)
def point_to_number(self, point: Point3D) -> complex:
"""Accepts a point and returns a complex number equivalent to that point on the plane.
Parameters
----------
point
The point in manim's coordinate-system
Returns
-------
complex
A complex number consisting of real and imaginary components.
"""
x, y = self.point_to_coords(point)
return complex(x, y)
def p2n(self, point: Point3D) -> complex:
"""Abbreviation for :meth:`point_to_number`."""
return self.point_to_number(point)
def _get_default_coordinate_values(self) -> list[float | complex]:
"""Generate a list containing the numerical values of the plane's labels.
Returns
-------
List[float | complex]
A list of floats representing the x-axis and complex numbers representing the y-axis.
"""
x_numbers = self.get_x_axis().get_tick_range()
y_numbers = self.get_y_axis().get_tick_range()
y_numbers = [complex(0, y) for y in y_numbers if y != 0]
return [*x_numbers, *y_numbers]
def get_coordinate_labels(
self, *numbers: Iterable[float | complex], **kwargs: Any
) -> VGroup:
"""Generates the :class:`~.DecimalNumber` mobjects for the coordinates of the plane.
Parameters
----------
numbers
An iterable of floats/complex numbers. Floats are positioned along the x-axis, complex numbers along the y-axis.
kwargs
Additional arguments to be passed to :meth:`~.NumberLine.get_number_mobject`, i.e. :class:`~.DecimalNumber`.
Returns
-------
:class:`~.VGroup`
A :class:`~.VGroup` containing the positioned label mobjects.
"""
# TODO: Make this work the same as coord_sys.add_coordinates()
if len(numbers) == 0:
numbers = self._get_default_coordinate_values()
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"] = "i"
else:
axis = self.get_x_axis()
value = z.real
number_mob = axis.get_number_mobject(value, **kwargs)
self.coordinate_labels.add(number_mob)
return self.coordinate_labels
def add_coordinates(
self, *numbers: Iterable[float | complex], **kwargs: Any
) -> Self:
"""Adds the labels produced from :meth:`~.NumberPlane.get_coordinate_labels` to the plane.
Parameters
----------
numbers
An iterable of floats/complex numbers. Floats are positioned along the x-axis, complex numbers along the y-axis.
kwargs
Additional arguments to be passed to :meth:`~.NumberLine.get_number_mobject`, i.e. :class:`~.DecimalNumber`.
"""
self.add(self.get_coordinate_labels(*numbers, **kwargs))
return self
|
manim_ManimCommunity/manim/mobject/graphing/number_line.py
|
"""Mobject representing a number line."""
from __future__ import annotations
from manim.mobject.opengl.opengl_vectorized_mobject import OpenGLVMobject
__all__ = ["NumberLine", "UnitInterval"]
from typing import TYPE_CHECKING, Callable, Iterable, Sequence
if TYPE_CHECKING:
from manim.mobject.geometry.tips import ArrowTip
import numpy as np
from manim import config
from manim.constants import *
from manim.mobject.geometry.line import Line
from manim.mobject.graphing.scale import LinearBase, _ScaleBase
from manim.mobject.text.numbers import DecimalNumber
from manim.mobject.text.tex_mobject import MathTex, Tex
from manim.mobject.types.vectorized_mobject import VGroup, VMobject
from manim.utils.bezier import interpolate
from manim.utils.config_ops import merge_dicts_recursively
from manim.utils.space_ops import normalize
class NumberLine(Line):
"""Creates a number line with tick marks.
Parameters
----------
x_range
The ``[x_min, x_max, x_step]`` values to create the line.
length
The length of the number line.
unit_size
The distance between each tick of the line. Overwritten by :attr:`length`, if specified.
include_ticks
Whether to include ticks on the number line.
tick_size
The length of each tick mark.
numbers_with_elongated_ticks
An iterable of specific values with elongated ticks.
longer_tick_multiple
Influences how many times larger elongated ticks are than regular ticks (2 = 2x).
rotation
The angle (in radians) at which the line is rotated.
stroke_width
The thickness of the line.
include_tip
Whether to add a tip to the end of the line.
tip_width
The width of the tip.
tip_height
The height of the tip.
tip_shape
The mobject class used to construct the tip, or ``None`` (the
default) for the default arrow tip. Passed classes have to inherit
from :class:`.ArrowTip`.
include_numbers
Whether to add numbers to the tick marks. The number of decimal places is determined
by the step size, this default can be overridden by ``decimal_number_config``.
scaling
The way the ``x_range`` is value is scaled, i.e. :class:`~.LogBase` for a logarithmic numberline. Defaults to :class:`~.LinearBase`.
font_size
The size of the label mobjects. Defaults to 36.
label_direction
The specific position to which label mobjects are added on the line.
label_constructor
Determines the mobject class that will be used to construct the labels of the number line.
line_to_number_buff
The distance between the line and the label mobject.
decimal_number_config
Arguments that can be passed to :class:`~.numbers.DecimalNumber` to influence number mobjects.
numbers_to_exclude
An explicit iterable of numbers to not be added to the number line.
numbers_to_include
An explicit iterable of numbers to add to the number line
kwargs
Additional arguments to be passed to :class:`~.Line`.
.. note::
Number ranges that include both negative and positive values will be generated
from the 0 point, and may not include a tick at the min / max
values as the tick locations are dependent on the step size.
Examples
--------
.. manim:: NumberLineExample
:save_last_frame:
class NumberLineExample(Scene):
def construct(self):
l0 = NumberLine(
x_range=[-10, 10, 2],
length=10,
color=BLUE,
include_numbers=True,
label_direction=UP,
)
l1 = NumberLine(
x_range=[-10, 10, 2],
unit_size=0.5,
numbers_with_elongated_ticks=[-2, 4],
include_numbers=True,
font_size=24,
)
num6 = l1.numbers[8]
num6.set_color(RED)
l2 = NumberLine(
x_range=[-2.5, 2.5 + 0.5, 0.5],
length=12,
decimal_number_config={"num_decimal_places": 2},
include_numbers=True,
)
l3 = NumberLine(
x_range=[-5, 5 + 1, 1],
length=6,
include_tip=True,
include_numbers=True,
rotation=10 * DEGREES,
)
line_group = VGroup(l0, l1, l2, l3).arrange(DOWN, buff=1)
self.add(line_group)
"""
def __init__(
self,
x_range: Sequence[float] | None = None, # must be first
length: float | None = None,
unit_size: float = 1,
# ticks
include_ticks: bool = True,
tick_size: float = 0.1,
numbers_with_elongated_ticks: Iterable[float] | None = None,
longer_tick_multiple: int = 2,
exclude_origin_tick: bool = False,
# visuals
rotation: float = 0,
stroke_width: float = 2.0,
# tip
include_tip: bool = False,
tip_width: float = DEFAULT_ARROW_TIP_LENGTH,
tip_height: float = DEFAULT_ARROW_TIP_LENGTH,
tip_shape: type[ArrowTip] | None = None,
# numbers/labels
include_numbers: bool = False,
font_size: float = 36,
label_direction: Sequence[float] = DOWN,
label_constructor: VMobject = MathTex,
scaling: _ScaleBase = LinearBase(),
line_to_number_buff: float = MED_SMALL_BUFF,
decimal_number_config: dict | None = None,
numbers_to_exclude: Iterable[float] | None = None,
numbers_to_include: Iterable[float] | None = None,
**kwargs,
):
# avoid mutable arguments in defaults
if numbers_to_exclude is None:
numbers_to_exclude = []
if numbers_with_elongated_ticks is None:
numbers_with_elongated_ticks = []
if x_range is None:
x_range = [
round(-config["frame_x_radius"]),
round(config["frame_x_radius"]),
1,
]
elif len(x_range) == 2:
# adds x_step if not specified. not sure how to feel about this. a user can't know default without peeking at source code
x_range = [*x_range, 1]
if decimal_number_config is None:
decimal_number_config = {
"num_decimal_places": self._decimal_places_from_step(x_range[2]),
}
# turn into a NumPy array to scale by just applying the function
self.x_range = np.array(x_range, dtype=float)
self.x_min, self.x_max, self.x_step = scaling.function(self.x_range)
self.length = length
self.unit_size = unit_size
# ticks
self.include_ticks = include_ticks
self.tick_size = tick_size
self.numbers_with_elongated_ticks = numbers_with_elongated_ticks
self.longer_tick_multiple = longer_tick_multiple
self.exclude_origin_tick = exclude_origin_tick
# visuals
self.rotation = rotation
# tip
self.include_tip = include_tip
self.tip_width = tip_width
self.tip_height = tip_height
# numbers
self.font_size = font_size
self.include_numbers = include_numbers
self.label_direction = label_direction
self.label_constructor = label_constructor
self.line_to_number_buff = line_to_number_buff
self.decimal_number_config = decimal_number_config
self.numbers_to_exclude = numbers_to_exclude
self.numbers_to_include = numbers_to_include
self.scaling = scaling
super().__init__(
self.x_range[0] * RIGHT,
self.x_range[1] * RIGHT,
stroke_width=stroke_width,
**kwargs,
)
if self.length:
self.set_length(self.length)
self.unit_size = self.get_unit_size()
else:
self.scale(self.unit_size)
self.center()
if self.include_tip:
self.add_tip(
tip_length=self.tip_height,
tip_width=self.tip_width,
tip_shape=tip_shape,
)
self.tip.set_stroke(self.stroke_color, self.stroke_width)
if self.include_ticks:
self.add_ticks()
self.rotate(self.rotation)
if self.include_numbers or self.numbers_to_include is not None:
if self.scaling.custom_labels:
tick_range = self.get_tick_range()
self.add_labels(
dict(
zip(
tick_range,
self.scaling.get_custom_labels(
tick_range,
unit_decimal_places=decimal_number_config[
"num_decimal_places"
],
),
)
),
)
else:
self.add_numbers(
x_values=self.numbers_to_include,
excluding=self.numbers_to_exclude,
font_size=self.font_size,
)
def rotate_about_zero(self, angle: float, axis: Sequence[float] = OUT, **kwargs):
return self.rotate_about_number(0, angle, axis, **kwargs)
def rotate_about_number(
self, number: float, angle: float, axis: Sequence[float] = OUT, **kwargs
):
return self.rotate(angle, axis, about_point=self.n2p(number), **kwargs)
def add_ticks(self):
"""Adds ticks to the number line. Ticks can be accessed after creation
via ``self.ticks``."""
ticks = VGroup()
elongated_tick_size = self.tick_size * self.longer_tick_multiple
elongated_tick_offsets = self.numbers_with_elongated_ticks - self.x_min
for x in self.get_tick_range():
size = self.tick_size
if np.any(np.isclose(x - self.x_min, elongated_tick_offsets)):
size = elongated_tick_size
ticks.add(self.get_tick(x, size))
self.add(ticks)
self.ticks = ticks
def get_tick(self, x: float, size: float | None = None) -> Line:
"""Generates a tick and positions it along the number line.
Parameters
----------
x
The position of the tick.
size
The factor by which the tick is scaled.
Returns
-------
:class:`~.Line`
A positioned tick.
"""
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 get_tick_range(self) -> np.ndarray:
"""Generates the range of values on which labels are plotted based on the
``x_range`` attribute of the number line.
Returns
-------
np.ndarray
A numpy array of floats represnting values along the number line.
"""
x_min, x_max, x_step = self.x_range
if not self.include_tip:
x_max += 1e-6
# Handle cases where min and max are both positive or both negative
if x_min < x_max < 0 or x_max > x_min > 0:
tick_range = np.arange(x_min, x_max, x_step)
else:
start_point = 0
if self.exclude_origin_tick:
start_point += x_step
x_min_segment = np.arange(start_point, np.abs(x_min) + 1e-6, x_step) * -1
x_max_segment = np.arange(start_point, x_max, x_step)
tick_range = np.unique(np.concatenate((x_min_segment, x_max_segment)))
return self.scaling.function(tick_range)
def number_to_point(self, number: float | np.ndarray) -> np.ndarray:
"""Accepts a value along the number line and returns a point with
respect to the scene.
Parameters
----------
number
The value to be transformed into a coordinate. Or a list of values.
Returns
-------
np.ndarray
A point with respect to the scene's coordinate system. Or a list of points.
Examples
--------
>>> from manim import NumberLine
>>> number_line = NumberLine()
>>> number_line.number_to_point(0)
array([0., 0., 0.])
>>> number_line.number_to_point(1)
array([1., 0., 0.])
>>> number_line.number_to_point([1,2,3])
array([[1., 0., 0.],
[2., 0., 0.],
[3., 0., 0.]])
"""
number = np.asarray(number)
scalar = number.ndim == 0
number = self.scaling.inverse_function(number)
alphas = (number - self.x_range[0]) / (self.x_range[1] - self.x_range[0])
alphas = float(alphas) if scalar else np.vstack(alphas)
val = interpolate(self.get_start(), self.get_end(), alphas)
return val
def point_to_number(self, point: Sequence[float]) -> float:
"""Accepts a point with respect to the scene and returns
a float along the number line.
Parameters
----------
point
A sequence of values consisting of ``(x_coord, y_coord, z_coord)``.
Returns
-------
float
A float representing a value along the number line.
Examples
--------
>>> from manim import NumberLine
>>> number_line = NumberLine()
>>> number_line.point_to_number((0,0,0))
0.0
>>> number_line.point_to_number((1,0,0))
1.0
>>> number_line.point_to_number([[0.5,0,0],[1,0,0],[1.5,0,0]])
array([0.5, 1. , 1.5])
"""
point = np.asarray(point)
start, end = self.get_start_and_end()
unit_vect = normalize(end - start)
proportion = np.dot(point - start, unit_vect) / np.dot(end - start, unit_vect)
return interpolate(self.x_min, self.x_max, proportion)
def n2p(self, number: float | np.ndarray) -> np.ndarray:
"""Abbreviation for :meth:`~.NumberLine.number_to_point`."""
return self.number_to_point(number)
def p2n(self, point: Sequence[float]) -> float:
"""Abbreviation for :meth:`~.NumberLine.point_to_number`."""
return self.point_to_number(point)
def get_unit_size(self) -> float:
return self.get_length() / (self.x_range[1] - self.x_range[0])
def get_unit_vector(self) -> np.ndarray:
return super().get_unit_vector() * self.unit_size
def get_number_mobject(
self,
x: float,
direction: Sequence[float] | None = None,
buff: float | None = None,
font_size: float | None = None,
label_constructor: VMobject | None = None,
**number_config,
) -> VMobject:
"""Generates a positioned :class:`~.DecimalNumber` mobject
generated according to ``label_constructor``.
Parameters
----------
x
The x-value at which the mobject should be positioned.
direction
Determines the direction at which the label is positioned next to the line.
buff
The distance of the label from the line.
font_size
The font size of the label mobject.
label_constructor
The :class:`~.VMobject` class that will be used to construct the label.
Defaults to the ``label_constructor`` attribute of the number line
if not specified.
Returns
-------
:class:`~.DecimalNumber`
The positioned mobject.
"""
number_config = merge_dicts_recursively(
self.decimal_number_config,
number_config,
)
if direction is None:
direction = self.label_direction
if buff is None:
buff = self.line_to_number_buff
if font_size is None:
font_size = self.font_size
if label_constructor is None:
label_constructor = self.label_constructor
num_mob = DecimalNumber(
x, font_size=font_size, mob_class=label_constructor, **number_config
)
num_mob.next_to(self.number_to_point(x), direction=direction, buff=buff)
if x < 0 and self.label_direction[0] == 0:
# Align without the minus sign
num_mob.shift(num_mob[0].width * LEFT / 2)
return num_mob
def get_number_mobjects(self, *numbers, **kwargs) -> VGroup:
if len(numbers) == 0:
numbers = self.default_numbers_to_display()
return VGroup([self.get_number_mobject(number, **kwargs) for number in numbers])
def get_labels(self) -> VGroup:
return self.get_number_mobjects()
def add_numbers(
self,
x_values: Iterable[float] | None = None,
excluding: Iterable[float] | None = None,
font_size: float | None = None,
label_constructor: VMobject | None = None,
**kwargs,
):
"""Adds :class:`~.DecimalNumber` mobjects representing their position
at each tick of the number line. The numbers can be accessed after creation
via ``self.numbers``.
Parameters
----------
x_values
An iterable of the values used to position and create the labels.
Defaults to the output produced by :meth:`~.NumberLine.get_tick_range`
excluding
A list of values to exclude from :attr:`x_values`.
font_size
The font size of the labels. Defaults to the ``font_size`` attribute
of the number line.
label_constructor
The :class:`~.VMobject` class that will be used to construct the label.
Defaults to the ``label_constructor`` attribute of the number line
if not specified.
"""
if x_values is None:
x_values = self.get_tick_range()
if excluding is None:
excluding = self.numbers_to_exclude
if font_size is None:
font_size = self.font_size
if label_constructor is None:
label_constructor = self.label_constructor
numbers = VGroup()
for x in x_values:
if x in excluding:
continue
numbers.add(
self.get_number_mobject(
x,
font_size=font_size,
label_constructor=label_constructor,
**kwargs,
)
)
self.add(numbers)
self.numbers = numbers
return self
def add_labels(
self,
dict_values: dict[float, str | float | VMobject],
direction: Sequence[float] = None,
buff: float | None = None,
font_size: float | None = None,
label_constructor: VMobject | None = None,
):
"""Adds specifically positioned labels to the :class:`~.NumberLine` using a ``dict``.
The labels can be accessed after creation via ``self.labels``.
Parameters
----------
dict_values
A dictionary consisting of the position along the number line and the mobject to be added:
``{1: Tex("Monday"), 3: Tex("Tuesday")}``. :attr:`label_constructor` will be used
to construct the labels if the value is not a mobject (``str`` or ``float``).
direction
Determines the direction at which the label is positioned next to the line.
buff
The distance of the label from the line.
font_size
The font size of the mobject to be positioned.
label_constructor
The :class:`~.VMobject` class that will be used to construct the label.
Defaults to the ``label_constructor`` attribute of the number line
if not specified.
Raises
------
AttributeError
If the label does not have a ``font_size`` attribute, an ``AttributeError`` is raised.
"""
direction = self.label_direction if direction is None else direction
buff = self.line_to_number_buff if buff is None else buff
font_size = self.font_size if font_size is None else font_size
if label_constructor is None:
label_constructor = self.label_constructor
labels = VGroup()
for x, label in dict_values.items():
# TODO: remove this check and ability to call
# this method via CoordinateSystem.add_coordinates()
# must be explicitly called
if isinstance(label, str) and label_constructor is MathTex:
label = Tex(label)
else:
label = self._create_label_tex(label, label_constructor)
if hasattr(label, "font_size"):
label.font_size = font_size
else:
raise AttributeError(f"{label} is not compatible with add_labels.")
label.next_to(self.number_to_point(x), direction=direction, buff=buff)
labels.add(label)
self.labels = labels
self.add(labels)
return self
def _create_label_tex(
self,
label_tex: str | float | VMobject,
label_constructor: Callable | None = None,
**kwargs,
) -> VMobject:
"""Checks if the label is a :class:`~.VMobject`, otherwise, creates a
label by passing ``label_tex`` to ``label_constructor``.
Parameters
----------
label_tex
The label for which a mobject should be created. If the label already
is a mobject, no new mobject is created.
label_constructor
Optional. A class or function returning a mobject when
passing ``label_tex`` as an argument. If ``None`` is passed
(the default), the label constructor from the :attr:`.label_constructor`
attribute is used.
Returns
-------
:class:`~.VMobject`
The label.
"""
if label_constructor is None:
label_constructor = self.label_constructor
if isinstance(label_tex, (VMobject, OpenGLVMobject)):
return label_tex
else:
return label_constructor(label_tex, **kwargs)
@staticmethod
def _decimal_places_from_step(step) -> int:
step = str(step)
if "." not in step:
return 0
return len(step.split(".")[-1])
class UnitInterval(NumberLine):
def __init__(
self,
unit_size=10,
numbers_with_elongated_ticks=None,
decimal_number_config=None,
**kwargs,
):
numbers_with_elongated_ticks = (
[0, 1]
if numbers_with_elongated_ticks is None
else numbers_with_elongated_ticks
)
decimal_number_config = (
{
"num_decimal_places": 1,
}
if decimal_number_config is None
else decimal_number_config
)
super().__init__(
x_range=(0, 1, 0.1),
unit_size=unit_size,
numbers_with_elongated_ticks=numbers_with_elongated_ticks,
decimal_number_config=decimal_number_config,
**kwargs,
)
|
manim_ManimCommunity/manim/mobject/graphing/functions.py
|
"""Mobjects representing function graphs."""
from __future__ import annotations
__all__ = ["ParametricFunction", "FunctionGraph", "ImplicitFunction"]
from typing import Callable, Iterable, Sequence
import numpy as np
from isosurfaces import plot_isoline
from manim import config
from manim.mobject.graphing.scale import LinearBase, _ScaleBase
from manim.mobject.opengl.opengl_compatibility import ConvertToOpenGL
from manim.mobject.types.vectorized_mobject import VMobject
from manim.utils.color import YELLOW
class ParametricFunction(VMobject, metaclass=ConvertToOpenGL):
"""A parametric curve.
Parameters
----------
function
The function to be plotted in the form of ``(lambda x: x**2)``
t_range
Determines the length that the function spans. By default ``[0, 1]``
scaling
Scaling class applied to the points of the function. Default of :class:`~.LinearBase`.
use_smoothing
Whether to interpolate between the points of the function after they have been created.
(Will have odd behaviour with a low number of points)
use_vectorized
Whether to pass in the generated t value array to the function as ``[t_0, t_1, ...]``.
Only use this if your function supports it. Output should be a numpy array
of shape ``[[x_0, x_1, ...], [y_0, y_1, ...], [z_0, z_1, ...]]`` but ``z`` can
also be 0 if the Axes is 2D
discontinuities
Values of t at which the function experiences discontinuity.
dt
The left and right tolerance for the discontinuities.
Examples
--------
.. manim:: PlotParametricFunction
:save_last_frame:
class PlotParametricFunction(Scene):
def func(self, t):
return np.array((np.sin(2 * t), np.sin(3 * t), 0))
def construct(self):
func = ParametricFunction(self.func, t_range = np.array([0, TAU]), fill_opacity=0).set_color(RED)
self.add(func.scale(3))
.. manim:: ThreeDParametricSpring
:save_last_frame:
class ThreeDParametricSpring(ThreeDScene):
def construct(self):
curve1 = ParametricFunction(
lambda u: np.array([
1.2 * np.cos(u),
1.2 * np.sin(u),
u * 0.05
]), color=RED, t_range = np.array([-3*TAU, 5*TAU, 0.01])
).set_shade_in_3d(True)
axes = ThreeDAxes()
self.add(axes, curve1)
self.set_camera_orientation(phi=80 * DEGREES, theta=-60 * DEGREES)
self.wait()
.. attention::
If your function has discontinuities, you'll have to specify the location
of the discontinuities manually. See the following example for guidance.
.. manim:: DiscontinuousExample
:save_last_frame:
class DiscontinuousExample(Scene):
def construct(self):
ax1 = NumberPlane((-3, 3), (-4, 4))
ax2 = NumberPlane((-3, 3), (-4, 4))
VGroup(ax1, ax2).arrange()
discontinuous_function = lambda x: (x ** 2 - 2) / (x ** 2 - 4)
incorrect = ax1.plot(discontinuous_function, color=RED)
correct = ax2.plot(
discontinuous_function,
discontinuities=[-2, 2], # discontinuous points
dt=0.1, # left and right tolerance of discontinuity
color=GREEN,
)
self.add(ax1, ax2, incorrect, correct)
"""
def __init__(
self,
function: Callable[[float, float], float],
t_range: Sequence[float] | None = None,
scaling: _ScaleBase = LinearBase(),
dt: float = 1e-8,
discontinuities: Iterable[float] | None = None,
use_smoothing: bool = True,
use_vectorized: bool = False,
**kwargs,
):
self.function = function
t_range = [0, 1, 0.01] if t_range is None else t_range
if len(t_range) == 2:
t_range = np.array([*t_range, 0.01])
self.scaling = scaling
self.dt = dt
self.discontinuities = discontinuities
self.use_smoothing = use_smoothing
self.use_vectorized = use_vectorized
self.t_min, self.t_max, self.t_step = t_range
super().__init__(**kwargs)
def get_function(self):
return self.function
def get_point_from_function(self, t):
return self.function(t)
def generate_points(self):
if self.discontinuities is not None:
discontinuities = filter(
lambda t: self.t_min <= t <= self.t_max,
self.discontinuities,
)
discontinuities = np.array(list(discontinuities))
boundary_times = np.array(
[
self.t_min,
self.t_max,
*(discontinuities - self.dt),
*(discontinuities + self.dt),
],
)
boundary_times.sort()
else:
boundary_times = [self.t_min, self.t_max]
for t1, t2 in zip(boundary_times[0::2], boundary_times[1::2]):
t_range = np.array(
[
*self.scaling.function(np.arange(t1, t2, self.t_step)),
self.scaling.function(t2),
],
)
if self.use_vectorized:
x, y, z = self.function(t_range)
if not isinstance(z, np.ndarray):
z = np.zeros_like(x)
points = np.stack([x, y, z], axis=1)
else:
points = np.array([self.function(t) for t in t_range])
self.start_new_path(points[0])
self.add_points_as_corners(points[1:])
if self.use_smoothing:
# TODO: not in line with upstream, approx_smooth does not exist
self.make_smooth()
return self
init_points = generate_points
class FunctionGraph(ParametricFunction):
"""A :class:`ParametricFunction` that spans the length of the scene by default.
Examples
--------
.. manim:: ExampleFunctionGraph
:save_last_frame:
class ExampleFunctionGraph(Scene):
def construct(self):
cos_func = FunctionGraph(
lambda t: np.cos(t) + 0.5 * np.cos(7 * t) + (1 / 7) * np.cos(14 * t),
color=RED,
)
sin_func_1 = FunctionGraph(
lambda t: np.sin(t) + 0.5 * np.sin(7 * t) + (1 / 7) * np.sin(14 * t),
color=BLUE,
)
sin_func_2 = FunctionGraph(
lambda t: np.sin(t) + 0.5 * np.sin(7 * t) + (1 / 7) * np.sin(14 * t),
x_range=[-4, 4],
color=GREEN,
).move_to([0, 1, 0])
self.add(cos_func, sin_func_1, sin_func_2)
"""
def __init__(self, function, x_range=None, color=YELLOW, **kwargs):
if x_range is None:
x_range = np.array([-config["frame_x_radius"], config["frame_x_radius"]])
self.x_range = x_range
self.parametric_function = lambda t: np.array([t, function(t), 0])
self.function = function
super().__init__(self.parametric_function, self.x_range, color=color, **kwargs)
def get_function(self):
return self.function
def get_point_from_function(self, x):
return self.parametric_function(x)
class ImplicitFunction(VMobject, metaclass=ConvertToOpenGL):
def __init__(
self,
func: Callable[[float, float], float],
x_range: Sequence[float] | None = None,
y_range: Sequence[float] | None = None,
min_depth: int = 5,
max_quads: int = 1500,
use_smoothing: bool = True,
**kwargs,
):
"""An implicit function.
Parameters
----------
func
The implicit function in the form ``f(x, y) = 0``.
x_range
The x min and max of the function.
y_range
The y min and max of the function.
min_depth
The minimum depth of the function to calculate.
max_quads
The maximum number of quads to use.
use_smoothing
Whether or not to smoothen the curves.
kwargs
Additional parameters to pass into :class:`VMobject`
.. note::
A small ``min_depth`` :math:`d` means that some small details might
be ignored if they don't cross an edge of one of the
:math:`4^d` uniform quads.
The value of ``max_quads`` strongly corresponds to the
quality of the curve, but a higher number of quads
may take longer to render.
Examples
--------
.. manim:: ImplicitFunctionExample
:save_last_frame:
class ImplicitFunctionExample(Scene):
def construct(self):
graph = ImplicitFunction(
lambda x, y: x * y ** 2 - x ** 2 * y - 2,
color=YELLOW
)
self.add(NumberPlane(), graph)
"""
self.function = func
self.min_depth = min_depth
self.max_quads = max_quads
self.use_smoothing = use_smoothing
self.x_range = x_range or [
-config.frame_width / 2,
config.frame_width / 2,
]
self.y_range = y_range or [
-config.frame_height / 2,
config.frame_height / 2,
]
super().__init__(**kwargs)
def generate_points(self):
p_min, p_max = (
np.array([self.x_range[0], self.y_range[0]]),
np.array([self.x_range[1], self.y_range[1]]),
)
curves = plot_isoline(
fn=lambda u: self.function(u[0], u[1]),
pmin=p_min,
pmax=p_max,
min_depth=self.min_depth,
max_quads=self.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 self.use_smoothing:
self.make_smooth()
return self
init_points = generate_points
|
manim_ManimCommunity/manim/mobject/graphing/probability.py
|
"""Mobjects representing objects from probability theory and statistics."""
from __future__ import annotations
__all__ = ["SampleSpace", "BarChart"]
from typing import Iterable, MutableSequence, Sequence
import numpy as np
from manim import config, logger
from manim.constants import *
from manim.mobject.geometry.polygram import Rectangle
from manim.mobject.graphing.coordinate_systems import Axes
from manim.mobject.mobject import Mobject
from manim.mobject.opengl.opengl_mobject import OpenGLMobject
from manim.mobject.svg.brace import Brace
from manim.mobject.text.tex_mobject import MathTex, Tex
from manim.mobject.types.vectorized_mobject import VGroup, VMobject
from manim.utils.color import (
BLUE_E,
DARK_GREY,
GREEN_E,
LIGHT_GREY,
MAROON_B,
YELLOW,
ParsableManimColor,
color_gradient,
)
from manim.utils.iterables import tuplify
EPSILON = 0.0001
class SampleSpace(Rectangle):
"""A mobject representing a twodimensional rectangular
sampling space.
Examples
--------
.. manim:: ExampleSampleSpace
:save_last_frame:
class ExampleSampleSpace(Scene):
def construct(self):
poly1 = SampleSpace(stroke_width=15, fill_opacity=1)
poly2 = SampleSpace(width=5, height=3, stroke_width=5, fill_opacity=0.5)
poly3 = SampleSpace(width=2, height=2, stroke_width=5, fill_opacity=0.1)
poly3.divide_vertically(p_list=np.array([0.37, 0.13, 0.5]), colors=[BLACK, WHITE, GRAY], vect=RIGHT)
poly_group = VGroup(poly1, poly2, poly3).arrange()
self.add(poly_group)
"""
def __init__(
self,
height=3,
width=3,
fill_color=DARK_GREY,
fill_opacity=1,
stroke_width=0.5,
stroke_color=LIGHT_GREY,
default_label_scale_val=1,
):
super().__init__(
height=height,
width=width,
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="Sample space", buff=MED_SMALL_BUFF):
# TODO, should this really exist in SampleSpaceScene
title_mob = Tex(title)
if title_mob.width > self.width:
title_mob.width = self.width
title_mob.next_to(self, UP, buff=buff)
self.title = title_mob
self.add(title_mob)
def add_label(self, label):
self.label = label
def complete_p_list(self, p_list):
new_p_list = list(tuplify(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, dim, colors, vect):
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, colors=[GREEN_E, BLUE_E], vect=DOWN):
return self.get_division_along_dimension(p_list, 1, colors, vect)
def get_vertical_division(self, p_list, colors=[MAROON_B, YELLOW], vect=RIGHT):
return self.get_division_along_dimension(p_list, 0, colors, vect)
def divide_horizontally(self, *args, **kwargs):
self.horizontal_parts = self.get_horizontal_division(*args, **kwargs)
self.add(self.horizontal_parts)
def divide_vertically(self, *args, **kwargs):
self.vertical_parts = self.get_vertical_division(*args, **kwargs)
self.add(self.vertical_parts)
def get_subdivision_braces_and_labels(
self,
parts,
labels,
direction,
buff=SMALL_BUFF,
min_num_quads=1,
):
label_mobs = VGroup()
braces = VGroup()
for label, part in zip(labels, parts):
brace = Brace(part, direction, min_num_quads=min_num_quads, buff=buff)
if isinstance(label, (Mobject, OpenGLMobject)):
label_mob = label
else:
label_mob = MathTex(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, direction=LEFT, **kwargs):
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, **kwargs):
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, **kwargs):
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):
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):
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(Axes):
"""Creates a bar chart. Inherits from :class:`~.Axes`, so it shares its methods
and attributes. Each axis inherits from :class:`~.NumberLine`, so pass in ``x_axis_config``/``y_axis_config``
to control their attributes.
Parameters
----------
values
A sequence of values that determines the height of each bar. Accepts negative values.
bar_names
A sequence of names for each bar. Does not have to match the length of ``values``.
y_range
The y_axis range of values. If ``None``, the range will be calculated based on the
min/max of ``values`` and the step will be calculated based on ``y_length``.
x_length
The length of the x-axis. If ``None``, it is automatically calculated based on
the number of values and the width of the screen.
y_length
The length of the y-axis.
bar_colors
The color for the bars. Accepts a sequence of colors (can contain just one item).
If the length of``bar_colors`` does not match that of ``values``,
intermediate colors will be automatically determined.
bar_width
The length of a bar. Must be between 0 and 1.
bar_fill_opacity
The fill opacity of the bars.
bar_stroke_width
The stroke width of the bars.
Examples
--------
.. manim:: BarChartExample
:save_last_frame:
class BarChartExample(Scene):
def construct(self):
chart = BarChart(
values=[-5, 40, -10, 20, -3],
bar_names=["one", "two", "three", "four", "five"],
y_range=[-20, 50, 10],
y_length=6,
x_length=10,
x_axis_config={"font_size": 36},
)
c_bar_lbls = chart.get_bar_labels(font_size=48)
self.add(chart, c_bar_lbls)
"""
def __init__(
self,
values: MutableSequence[float],
bar_names: Sequence[str] | None = None,
y_range: Sequence[float] | None = None,
x_length: float | None = None,
y_length: float | None = None,
bar_colors: Iterable[str] = [
"#003f5c",
"#58508d",
"#bc5090",
"#ff6361",
"#ffa600",
],
bar_width: float = 0.6,
bar_fill_opacity: float = 0.7,
bar_stroke_width: float = 3,
**kwargs,
):
if isinstance(bar_colors, str):
logger.warning(
"Passing a string to `bar_colors` has been deprecated since v0.15.2 and will be removed after v0.17.0, the parameter must be a list. "
)
bar_colors = list(bar_colors)
y_length = y_length if y_length is not None else config.frame_height - 4
self.values = values
self.bar_names = bar_names
self.bar_colors = bar_colors
self.bar_width = bar_width
self.bar_fill_opacity = bar_fill_opacity
self.bar_stroke_width = bar_stroke_width
x_range = [0, len(self.values), 1]
if y_range is None:
y_range = [
min(0, min(self.values)),
max(0, max(self.values)),
round(max(self.values) / y_length, 2),
]
elif len(y_range) == 2:
y_range = [*y_range, round(max(self.values) / y_length, 2)]
if x_length is None:
x_length = min(len(self.values), config.frame_width - 2)
x_axis_config = {"font_size": 24, "label_constructor": Tex}
self._update_default_configs(
(x_axis_config,), (kwargs.pop("x_axis_config", None),)
)
self.bars: VGroup = VGroup()
self.x_labels: VGroup | None = None
self.bar_labels: VGroup | None = None
super().__init__(
x_range=x_range,
y_range=y_range,
x_length=x_length,
y_length=y_length,
x_axis_config=x_axis_config,
tips=kwargs.pop("tips", False),
**kwargs,
)
self._add_bars()
if self.bar_names is not None:
self._add_x_axis_labels()
self.y_axis.add_numbers()
def _update_colors(self):
"""Initialize the colors of the bars of the chart.
Sets the color of ``self.bars`` via ``self.bar_colors``.
Primarily used when the bars are initialized with ``self._add_bars``
or updated via ``self.change_bar_values``.
"""
self.bars.set_color_by_gradient(*self.bar_colors)
def _add_x_axis_labels(self):
"""Essentially :meth`:~.NumberLine.add_labels`, but differs in that
the direction of the label with respect to the x_axis changes to UP or DOWN
depending on the value.
UP for negative values and DOWN for positive values.
"""
val_range = np.arange(
0.5, len(self.bar_names), 1
) # 0.5 shifted so that labels are centered, not on ticks
labels = VGroup()
for i, (value, bar_name) in enumerate(zip(val_range, self.bar_names)):
# to accommodate negative bars, the label may need to be
# below or above the x_axis depending on the value of the bar
if self.values[i] < 0:
direction = UP
else:
direction = DOWN
bar_name_label = self.x_axis.label_constructor(bar_name)
bar_name_label.font_size = self.x_axis.font_size
bar_name_label.next_to(
self.x_axis.number_to_point(value),
direction=direction,
buff=self.x_axis.line_to_number_buff,
)
labels.add(bar_name_label)
self.x_axis.labels = labels
self.x_axis.add(labels)
def _create_bar(self, bar_number: int, value: float) -> Rectangle:
"""Creates a positioned bar on the chart.
Parameters
----------
bar_number
Determines the x-position of the bar.
value
The value that determines the height of the bar.
Returns
-------
Rectangle
A positioned rectangle representing a bar on the chart.
"""
# bar measurements relative to the axis
# distance from between the y-axis and the top of the bar
bar_h = abs(self.c2p(0, value)[1] - self.c2p(0, 0)[1])
# width of the bar
bar_w = self.c2p(self.bar_width, 0)[0] - self.c2p(0, 0)[0]
bar = Rectangle(
height=bar_h,
width=bar_w,
stroke_width=self.bar_stroke_width,
fill_opacity=self.bar_fill_opacity,
)
pos = UP if (value >= 0) else DOWN
bar.next_to(self.c2p(bar_number + 0.5, 0), pos, buff=0)
return bar
def _add_bars(self) -> None:
for i, value in enumerate(self.values):
tmp_bar = self._create_bar(bar_number=i, value=value)
self.bars.add(tmp_bar)
self._update_colors()
self.add_to_back(self.bars)
def get_bar_labels(
self,
color: ParsableManimColor | None = None,
font_size: float = 24,
buff: float = MED_SMALL_BUFF,
label_constructor: type[VMobject] = Tex,
):
"""Annotates each bar with its corresponding value. Use ``self.bar_labels`` to access the
labels after creation.
Parameters
----------
color
The color of each label. By default ``None`` and is based on the parent's bar color.
font_size
The font size of each label.
buff
The distance from each label to its bar. By default 0.4.
label_constructor
The Mobject class to construct the labels, by default :class:`~.Tex`.
Examples
--------
.. manim:: GetBarLabelsExample
:save_last_frame:
class GetBarLabelsExample(Scene):
def construct(self):
chart = BarChart(values=[10, 9, 8, 7, 6, 5, 4, 3, 2, 1], y_range=[0, 10, 1])
c_bar_lbls = chart.get_bar_labels(
color=WHITE, label_constructor=MathTex, font_size=36
)
self.add(chart, c_bar_lbls)
"""
bar_labels = VGroup()
for bar, value in zip(self.bars, self.values):
bar_lbl = label_constructor(str(value))
if color is None:
bar_lbl.set_color(bar.get_fill_color())
else:
bar_lbl.set_color(color)
bar_lbl.font_size = font_size
pos = UP if (value >= 0) else DOWN
bar_lbl.next_to(bar, pos, buff=buff)
bar_labels.add(bar_lbl)
return bar_labels
def change_bar_values(self, values: Iterable[float], update_colors: bool = True):
"""Updates the height of the bars of the chart.
Parameters
----------
values
The values that will be used to update the height of the bars.
Does not have to match the number of bars.
update_colors
Whether to re-initalize the colors of the bars based on ``self.bar_colors``.
Examples
--------
.. manim:: ChangeBarValuesExample
:save_last_frame:
class ChangeBarValuesExample(Scene):
def construct(self):
values=[-10, -8, -6, -4, -2, 0, 2, 4, 6, 8, 10]
chart = BarChart(
values,
y_range=[-10, 10, 2],
y_axis_config={"font_size": 24},
)
self.add(chart)
chart.change_bar_values(list(reversed(values)))
self.add(chart.get_bar_labels(font_size=24))
"""
for i, (bar, value) in enumerate(zip(self.bars, values)):
chart_val = self.values[i]
if chart_val > 0:
bar_lim = bar.get_bottom()
aligned_edge = DOWN
else:
bar_lim = bar.get_top()
aligned_edge = UP
# check if the bar has height
if chart_val != 0:
quotient = value / chart_val
if quotient < 0:
aligned_edge = UP if chart_val > 0 else DOWN
# if the bar is already positive, then we now want to move it
# so that it is negative. So, we move the top edge of the bar
# to the location of the previous bottom
# if already negative, then we move the bottom edge of the bar
# to the location of the previous top
bar.stretch_to_fit_height(abs(quotient) * bar.height)
else:
# create a new bar since the current one has a height of zero (doesn't exist)
temp_bar = self._create_bar(i, value)
self.bars.remove(bar)
self.bars.insert(i, temp_bar)
bar.move_to(bar_lim, aligned_edge)
if update_colors:
self._update_colors()
self.values[: len(values)] = values
|
manim_ManimCommunity/manim/mobject/graphing/scale.py
|
from __future__ import annotations
import math
from typing import TYPE_CHECKING, Any, Iterable
import numpy as np
__all__ = ["LogBase", "LinearBase"]
from manim.mobject.text.numbers import Integer
if TYPE_CHECKING:
from manim.mobject.mobject import Mobject
class _ScaleBase:
"""Scale baseclass for graphing/functions.
Parameters
----------
custom_labels
Whether to create custom labels when plotted on a :class:`~.NumberLine`.
"""
def __init__(self, custom_labels: bool = False):
self.custom_labels = custom_labels
def function(self, value: float) -> float:
"""The function that will be used to scale the values.
Parameters
----------
value
The number/``np.ndarray`` to be scaled.
Returns
-------
float
The value after it has undergone the scaling.
Raises
------
NotImplementedError
Must be subclassed.
"""
raise NotImplementedError
def inverse_function(self, value: float) -> float:
"""The inverse of ``function``. Used for plotting on a particular axis.
Raises
------
NotImplementedError
Must be subclassed.
"""
raise NotImplementedError
def get_custom_labels(
self,
val_range: Iterable[float],
) -> Iterable[Mobject]:
"""Custom instructions for generating labels along an axis.
Parameters
----------
val_range
The position of labels. Also used for defining the content of the labels.
Returns
-------
Dict
A list consisting of the labels.
Can be passed to :meth:`~.NumberLine.add_labels() along with ``val_range``.
Raises
------
NotImplementedError
Can be subclassed, optional.
"""
raise NotImplementedError
class LinearBase(_ScaleBase):
def __init__(self, scale_factor: float = 1.0):
"""The default scaling class.
Parameters
----------
scale_factor
The slope of the linear function, by default 1.0
"""
super().__init__()
self.scale_factor = scale_factor
def function(self, value: float) -> float:
"""Multiplies the value by the scale factor.
Parameters
----------
value
Value to be multiplied by the scale factor.
"""
return self.scale_factor * value
def inverse_function(self, value: float) -> float:
"""Inverse of function. Divides the value by the scale factor.
Parameters
----------
value
value to be divided by the scale factor.
"""
return value / self.scale_factor
class LogBase(_ScaleBase):
def __init__(self, base: float = 10, custom_labels: bool = True):
"""Scale for logarithmic graphs/functions.
Parameters
----------
base
The base of the log, by default 10.
custom_labels
For use with :class:`~.Axes`:
Whether or not to include ``LaTeX`` axis labels, by default True.
Examples
--------
.. code-block:: python
func = ParametricFunction(lambda x: x, scaling=LogBase(base=2))
"""
super().__init__()
self.base = base
self.custom_labels = custom_labels
def function(self, value: float) -> float:
"""Scales the value to fit it to a logarithmic scale.``self.function(5)==10**5``"""
return self.base**value
def inverse_function(self, value: float) -> float:
"""Inverse of ``function``. The value must be greater than 0"""
if isinstance(value, np.ndarray):
condition = value.any() <= 0
func = lambda value, base: np.log(value) / np.log(base)
else:
condition = value <= 0
func = math.log
if condition:
raise ValueError(
"log(0) is undefined. Make sure the value is in the domain of the function"
)
value = func(value, self.base)
return value
def get_custom_labels(
self,
val_range: Iterable[float],
unit_decimal_places: int = 0,
**base_config: dict[str, Any],
) -> list[Mobject]:
"""Produces custom :class:`~.Integer` labels in the form of ``10^2``.
Parameters
----------
val_range
The iterable of values used to create the labels. Determines the exponent.
unit_decimal_places
The number of decimal places to include in the exponent
base_config
Additional arguments to be passed to :class:`~.Integer`.
"""
# uses `format` syntax to control the number of decimal places.
tex_labels = [
Integer(
self.base,
unit="^{%s}" % (f"{self.inverse_function(i):.{unit_decimal_places}f}"),
**base_config,
)
for i in val_range
]
return tex_labels
|
manim_ManimCommunity/manim/mobject/geometry/line.py
|
r"""Mobjects that are lines or variations of them."""
from __future__ import annotations
__all__ = [
"Line",
"DashedLine",
"TangentLine",
"Elbow",
"Arrow",
"Vector",
"DoubleArrow",
"Angle",
"RightAngle",
]
from typing import TYPE_CHECKING
import numpy as np
from typing_extensions import Self
from manim import config
from manim.constants import *
from manim.mobject.geometry.arc import Arc, ArcBetweenPoints, Dot, TipableVMobject
from manim.mobject.geometry.tips import ArrowTriangleFilledTip
from manim.mobject.mobject import Mobject
from manim.mobject.opengl.opengl_compatibility import ConvertToOpenGL
from manim.mobject.opengl.opengl_mobject import OpenGLMobject
from manim.mobject.types.vectorized_mobject import DashedVMobject, VGroup, VMobject
from manim.utils.color import WHITE
from manim.utils.space_ops import angle_of_vector, line_intersection, normalize
if TYPE_CHECKING:
from manim.typing import Point2D, Point3D, Vector3D
from manim.utils.color import ParsableManimColor
from ..matrix import Matrix # Avoid circular import
class Line(TipableVMobject):
def __init__(
self,
start: Point3D = LEFT,
end: Point3D = RIGHT,
buff: float = 0,
path_arc: float | None = None,
**kwargs,
) -> None:
self.dim = 3
self.buff = buff
self.path_arc = path_arc
self._set_start_and_end_attrs(start, end)
super().__init__(**kwargs)
def generate_points(self) -> None:
self.set_points_by_ends(
start=self.start,
end=self.end,
buff=self.buff,
path_arc=self.path_arc,
)
def set_points_by_ends(
self,
start: Point3D,
end: Point3D,
buff: float = 0,
path_arc: float = 0,
) -> None:
if path_arc:
arc = ArcBetweenPoints(self.start, self.end, angle=self.path_arc)
self.set_points(arc.points)
else:
self.set_points_as_corners([start, end])
self._account_for_buff(buff)
init_points = generate_points
def _account_for_buff(self, buff: float) -> Self:
if buff == 0:
return
#
if self.path_arc == 0:
length = self.get_length()
else:
length = self.get_arc_length()
#
if length < 2 * buff:
return
buff_proportion = buff / length
self.pointwise_become_partial(self, buff_proportion, 1 - buff_proportion)
return self
def _set_start_and_end_attrs(self, start: Point3D, end: Point3D) -> None:
# 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 | Point3D,
direction: Vector3D | None = None,
) -> Point3D:
"""Transforms a mobject into its corresponding point. Does nothing if a point is passed.
``direction`` determines the location of the point along its bounding box in that direction.
Parameters
----------
mob_or_point
The mobject or point.
direction
The direction.
"""
if isinstance(mob_or_point, (Mobject, OpenGLMobject)):
mob = mob_or_point
if direction is None:
return mob.get_center()
else:
return mob.get_boundary_point(direction)
return np.array(mob_or_point)
def set_path_arc(self, new_value: float) -> None:
self.path_arc = new_value
self.init_points()
def put_start_and_end_on(self, start: Point3D, end: Point3D) -> Self:
"""Sets starts and end coordinates of a line.
Examples
--------
.. manim:: LineExample
class LineExample(Scene):
def construct(self):
d = VGroup()
for i in range(0,10):
d.add(Dot())
d.arrange_in_grid(buff=1)
self.add(d)
l= Line(d[0], d[1])
self.add(l)
self.wait()
l.put_start_and_end_on(d[1].get_center(), d[2].get_center())
self.wait()
l.put_start_and_end_on(d[4].get_center(), d[7].get_center())
self.wait()
"""
curr_start, curr_end = self.get_start_and_end()
if np.all(curr_start == curr_end):
# TODO, any problems with resetting
# these attrs?
self.start = start
self.end = end
self.generate_points()
return super().put_start_and_end_on(start, end)
def get_vector(self) -> Vector3D:
return self.get_end() - self.get_start()
def get_unit_vector(self) -> Vector3D:
return normalize(self.get_vector())
def get_angle(self) -> float:
return angle_of_vector(self.get_vector())
def get_projection(self, point: Point3D) -> Vector3D:
"""Returns the projection of a point onto a line.
Parameters
----------
point
The point to which the line is projected.
"""
start = self.get_start()
end = self.get_end()
unit_vect = normalize(end - 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: Point3D | None = 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) -> Self:
return self.scale(length / self.get_length())
class DashedLine(Line):
"""A dashed :class:`Line`.
Parameters
----------
args
Arguments to be passed to :class:`Line`
dash_length
The length of each individual dash of the line.
dashed_ratio
The ratio of dash space to empty space. Range of 0-1.
kwargs
Additional arguments to be passed to :class:`Line`
.. seealso::
:class:`~.DashedVMobject`
Examples
--------
.. manim:: DashedLineExample
:save_last_frame:
class DashedLineExample(Scene):
def construct(self):
# dash_length increased
dashed_1 = DashedLine(config.left_side, config.right_side, dash_length=2.0).shift(UP*2)
# normal
dashed_2 = DashedLine(config.left_side, config.right_side)
# dashed_ratio decreased
dashed_3 = DashedLine(config.left_side, config.right_side, dashed_ratio=0.1).shift(DOWN*2)
self.add(dashed_1, dashed_2, dashed_3)
"""
def __init__(
self,
*args,
dash_length: float = DEFAULT_DASH_LENGTH,
dashed_ratio: float = 0.5,
**kwargs,
) -> None:
self.dash_length = dash_length
self.dashed_ratio = dashed_ratio
super().__init__(*args, **kwargs)
dashes = DashedVMobject(
self,
num_dashes=self._calculate_num_dashes(),
dashed_ratio=dashed_ratio,
)
self.clear_points()
self.add(*dashes)
def _calculate_num_dashes(self) -> int:
"""Returns the number of dashes in the dashed line.
Examples
--------
::
>>> DashedLine()._calculate_num_dashes()
20
"""
# Minimum number of dashes has to be 2
return max(
2,
int(np.ceil((self.get_length() / self.dash_length) * self.dashed_ratio)),
)
def get_start(self) -> Point3D:
"""Returns the start point of the line.
Examples
--------
::
>>> DashedLine().get_start()
array([-1., 0., 0.])
"""
if len(self.submobjects) > 0:
return self.submobjects[0].get_start()
else:
return super().get_start()
def get_end(self) -> Point3D:
"""Returns the end point of the line.
Examples
--------
::
>>> DashedLine().get_end()
array([1., 0., 0.])
"""
if len(self.submobjects) > 0:
return self.submobjects[-1].get_end()
else:
return super().get_end()
def get_first_handle(self) -> Point3D:
"""Returns the point of the first handle.
Examples
--------
::
>>> DashedLine().get_first_handle()
array([-0.98333333, 0. , 0. ])
"""
return self.submobjects[0].points[1]
def get_last_handle(self) -> Point3D:
"""Returns the point of the last handle.
Examples
--------
::
>>> DashedLine().get_last_handle()
array([0.98333333, 0. , 0. ])
"""
return self.submobjects[-1].points[-2]
class TangentLine(Line):
"""Constructs a line tangent to a :class:`~.VMobject` at a specific point.
Parameters
----------
vmob
The VMobject on which the tangent line is drawn.
alpha
How far along the shape that the line will be constructed. range: 0-1.
length
Length of the tangent line.
d_alpha
The ``dx`` value
kwargs
Additional arguments to be passed to :class:`Line`
.. seealso::
:meth:`~.VMobject.point_from_proportion`
Examples
--------
.. manim:: TangentLineExample
:save_last_frame:
class TangentLineExample(Scene):
def construct(self):
circle = Circle(radius=2)
line_1 = TangentLine(circle, alpha=0.0, length=4, color=BLUE_D) # right
line_2 = TangentLine(circle, alpha=0.4, length=4, color=GREEN) # top left
self.add(circle, line_1, line_2)
"""
def __init__(
self,
vmob: VMobject,
alpha: float,
length: float = 1,
d_alpha: float = 1e-6,
**kwargs,
) -> None:
self.length = length
self.d_alpha = d_alpha
da = self.d_alpha
a1 = np.clip(alpha - da, 0, 1)
a2 = np.clip(alpha + da, 0, 1)
super().__init__(
vmob.point_from_proportion(a1), vmob.point_from_proportion(a2), **kwargs
)
self.scale(self.length / self.get_length())
class Elbow(VMobject, metaclass=ConvertToOpenGL):
"""Two lines that create a right angle about each other: L-shape.
Parameters
----------
width
The length of the elbow's sides.
angle
The rotation of the elbow.
kwargs
Additional arguments to be passed to :class:`~.VMobject`
.. seealso::
:class:`RightAngle`
Examples
--------
.. manim:: ElbowExample
:save_last_frame:
class ElbowExample(Scene):
def construct(self):
elbow_1 = Elbow()
elbow_2 = Elbow(width=2.0)
elbow_3 = Elbow(width=2.0, angle=5*PI/4)
elbow_group = Group(elbow_1, elbow_2, elbow_3).arrange(buff=1)
self.add(elbow_group)
"""
def __init__(self, width: float = 0.2, angle: float = 0, **kwargs) -> None:
self.angle = angle
super().__init__(**kwargs)
self.set_points_as_corners([UP, UP + RIGHT, RIGHT])
self.scale_to_fit_width(width, about_point=ORIGIN)
self.rotate(self.angle, about_point=ORIGIN)
class Arrow(Line):
"""An arrow.
Parameters
----------
args
Arguments to be passed to :class:`Line`.
stroke_width
The thickness of the arrow. Influenced by :attr:`max_stroke_width_to_length_ratio`.
buff
The distance of the arrow from its start and end points.
max_tip_length_to_length_ratio
:attr:`tip_length` scales with the length of the arrow. Increasing this ratio raises the max value of :attr:`tip_length`.
max_stroke_width_to_length_ratio
:attr:`stroke_width` scales with the length of the arrow. Increasing this ratio ratios the max value of :attr:`stroke_width`.
kwargs
Additional arguments to be passed to :class:`Line`.
.. seealso::
:class:`ArrowTip`
:class:`CurvedArrow`
Examples
--------
.. manim:: ArrowExample
:save_last_frame:
from manim.mobject.geometry.tips import ArrowSquareTip
class ArrowExample(Scene):
def construct(self):
arrow_1 = Arrow(start=RIGHT, end=LEFT, color=GOLD)
arrow_2 = Arrow(start=RIGHT, end=LEFT, color=GOLD, tip_shape=ArrowSquareTip).shift(DOWN)
g1 = Group(arrow_1, arrow_2)
# the effect of buff
square = Square(color=MAROON_A)
arrow_3 = Arrow(start=LEFT, end=RIGHT)
arrow_4 = Arrow(start=LEFT, end=RIGHT, buff=0).next_to(arrow_1, UP)
g2 = Group(arrow_3, arrow_4, square)
# a shorter arrow has a shorter tip and smaller stroke width
arrow_5 = Arrow(start=ORIGIN, end=config.top).shift(LEFT * 4)
arrow_6 = Arrow(start=config.top + DOWN, end=config.top).shift(LEFT * 3)
g3 = Group(arrow_5, arrow_6)
self.add(Group(g1, g2, g3).arrange(buff=2))
.. manim:: ArrowExample
:save_last_frame:
class ArrowExample(Scene):
def construct(self):
left_group = VGroup()
# As buff increases, the size of the arrow decreases.
for buff in np.arange(0, 2.2, 0.45):
left_group += Arrow(buff=buff, start=2 * LEFT, end=2 * RIGHT)
# Required to arrange arrows.
left_group.arrange(DOWN)
left_group.move_to(4 * LEFT)
middle_group = VGroup()
# As max_stroke_width_to_length_ratio gets bigger,
# the width of stroke increases.
for i in np.arange(0, 5, 0.5):
middle_group += Arrow(max_stroke_width_to_length_ratio=i)
middle_group.arrange(DOWN)
UR_group = VGroup()
# As max_tip_length_to_length_ratio increases,
# the length of the tip increases.
for i in np.arange(0, 0.3, 0.1):
UR_group += Arrow(max_tip_length_to_length_ratio=i)
UR_group.arrange(DOWN)
UR_group.move_to(4 * RIGHT + 2 * UP)
DR_group = VGroup()
DR_group += Arrow(start=LEFT, end=RIGHT, color=BLUE, tip_shape=ArrowSquareTip)
DR_group += Arrow(start=LEFT, end=RIGHT, color=BLUE, tip_shape=ArrowSquareFilledTip)
DR_group += Arrow(start=LEFT, end=RIGHT, color=YELLOW, tip_shape=ArrowCircleTip)
DR_group += Arrow(start=LEFT, end=RIGHT, color=YELLOW, tip_shape=ArrowCircleFilledTip)
DR_group.arrange(DOWN)
DR_group.move_to(4 * RIGHT + 2 * DOWN)
self.add(left_group, middle_group, UR_group, DR_group)
"""
def __init__(
self,
*args,
stroke_width: float = 6,
buff: float = MED_SMALL_BUFF,
max_tip_length_to_length_ratio: float = 0.25,
max_stroke_width_to_length_ratio: float = 5,
**kwargs,
) -> None:
self.max_tip_length_to_length_ratio = max_tip_length_to_length_ratio
self.max_stroke_width_to_length_ratio = max_stroke_width_to_length_ratio
tip_shape = kwargs.pop("tip_shape", ArrowTriangleFilledTip)
super().__init__(*args, buff=buff, stroke_width=stroke_width, **kwargs)
# TODO, should this be affected when
# Arrow.set_stroke is called?
self.initial_stroke_width = self.stroke_width
self.add_tip(tip_shape=tip_shape)
self._set_stroke_width_from_length()
def scale(self, factor: float, scale_tips: bool = False, **kwargs) -> Self:
r"""Scale an arrow, but keep stroke width and arrow tip size fixed.
.. seealso::
:meth:`~.Mobject.scale`
Examples
--------
::
>>> arrow = Arrow(np.array([-1, -1, 0]), np.array([1, 1, 0]), buff=0)
>>> scaled_arrow = arrow.scale(2)
>>> np.round(scaled_arrow.get_start_and_end(), 8) + 0
array([[-2., -2., 0.],
[ 2., 2., 0.]])
>>> arrow.tip.length == scaled_arrow.tip.length
True
Manually scaling the object using the default method
:meth:`~.Mobject.scale` does not have the same properties::
>>> new_arrow = Arrow(np.array([-1, -1, 0]), np.array([1, 1, 0]), buff=0)
>>> another_scaled_arrow = VMobject.scale(new_arrow, 2)
>>> another_scaled_arrow.tip.length == arrow.tip.length
False
"""
if self.get_length() == 0:
return self
if scale_tips:
super().scale(factor, **kwargs)
self._set_stroke_width_from_length()
return self
has_tip = self.has_tip()
has_start_tip = self.has_start_tip()
if has_tip or has_start_tip:
old_tips = self.pop_tips()
super().scale(factor, **kwargs)
self._set_stroke_width_from_length()
if has_tip:
self.add_tip(tip=old_tips[0])
if has_start_tip:
self.add_tip(tip=old_tips[1], at_start=True)
return self
def get_normal_vector(self) -> Vector3D:
"""Returns the normal of a vector.
Examples
--------
::
>>> np.round(Arrow().get_normal_vector()) + 0. # add 0. to avoid negative 0 in output
array([ 0., 0., -1.])
"""
p0, p1, p2 = self.tip.get_start_anchors()[:3]
return normalize(np.cross(p2 - p1, p1 - p0))
def reset_normal_vector(self) -> Self:
"""Resets the normal of a vector"""
self.normal_vector = self.get_normal_vector()
return self
def get_default_tip_length(self) -> float:
"""Returns the default tip_length of the arrow.
Examples
--------
::
>>> Arrow().get_default_tip_length()
0.35
"""
max_ratio = self.max_tip_length_to_length_ratio
return min(self.tip_length, max_ratio * self.get_length())
def _set_stroke_width_from_length(self) -> Self:
"""Sets stroke width based on length."""
max_ratio = self.max_stroke_width_to_length_ratio
if config.renderer == RendererType.OPENGL:
self.set_stroke(
width=min(self.initial_stroke_width, max_ratio * self.get_length()),
recurse=False,
)
else:
self.set_stroke(
width=min(self.initial_stroke_width, max_ratio * self.get_length()),
family=False,
)
return self
class Vector(Arrow):
"""A vector specialized for use in graphs.
.. caution::
Do not confuse with the :class:`~.Vector2D`,
:class:`~.Vector3D` or :class:`~.VectorND` type aliases,
which are not Mobjects!
Parameters
----------
direction
The direction of the arrow.
buff
The distance of the vector from its endpoints.
kwargs
Additional arguments to be passed to :class:`Arrow`
Examples
--------
.. manim:: VectorExample
:save_last_frame:
class VectorExample(Scene):
def construct(self):
plane = NumberPlane()
vector_1 = Vector([1,2])
vector_2 = Vector([-5,-2])
self.add(plane, vector_1, vector_2)
"""
def __init__(self, direction: Vector3D = RIGHT, buff: float = 0, **kwargs) -> None:
self.buff = buff
if len(direction) == 2:
direction = np.hstack([direction, 0])
super().__init__(ORIGIN, direction, buff=buff, **kwargs)
def coordinate_label(
self,
integer_labels: bool = True,
n_dim: int = 2,
color: ParsableManimColor | None = None,
**kwargs,
) -> Matrix:
"""Creates a label based on the coordinates of the vector.
Parameters
----------
integer_labels
Whether or not to round the coordinates to integers.
n_dim
The number of dimensions of the vector.
color
Sets the color of label, optional.
kwargs
Additional arguments to be passed to :class:`~.Matrix`.
Returns
-------
:class:`~.Matrix`
The label.
Examples
--------
.. manim:: VectorCoordinateLabel
:save_last_frame:
class VectorCoordinateLabel(Scene):
def construct(self):
plane = NumberPlane()
vec_1 = Vector([1, 2])
vec_2 = Vector([-3, -2])
label_1 = vec_1.coordinate_label()
label_2 = vec_2.coordinate_label(color=YELLOW)
self.add(plane, vec_1, vec_2, label_1, label_2)
"""
# avoiding circular imports
from ..matrix import Matrix
vect = np.array(self.get_end())
if integer_labels:
vect = np.round(vect).astype(int)
vect = vect[:n_dim]
vect = vect.reshape((n_dim, 1))
label = Matrix(vect, **kwargs)
label.scale(LARGE_BUFF - 0.2)
shift_dir = np.array(self.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)
if color is not None:
label.set_color(color)
return label
class DoubleArrow(Arrow):
"""An arrow with tips on both ends.
Parameters
----------
args
Arguments to be passed to :class:`Arrow`
kwargs
Additional arguments to be passed to :class:`Arrow`
.. seealso::
:class:`.~ArrowTip`
:class:`.~CurvedDoubleArrow`
Examples
--------
.. manim:: DoubleArrowExample
:save_last_frame:
from manim.mobject.geometry.tips import ArrowCircleFilledTip
class DoubleArrowExample(Scene):
def construct(self):
circle = Circle(radius=2.0)
d_arrow = DoubleArrow(start=circle.get_left(), end=circle.get_right())
d_arrow_2 = DoubleArrow(tip_shape_end=ArrowCircleFilledTip, tip_shape_start=ArrowCircleFilledTip)
group = Group(Group(circle, d_arrow), d_arrow_2).arrange(UP, buff=1)
self.add(group)
.. manim:: DoubleArrowExample2
:save_last_frame:
class DoubleArrowExample2(Scene):
def construct(self):
box = Square()
p1 = box.get_left()
p2 = box.get_right()
d1 = DoubleArrow(p1, p2, buff=0)
d2 = DoubleArrow(p1, p2, buff=0, tip_length=0.2, color=YELLOW)
d3 = DoubleArrow(p1, p2, buff=0, tip_length=0.4, color=BLUE)
Group(d1, d2, d3).arrange(DOWN)
self.add(box, d1, d2, d3)
"""
def __init__(self, *args, **kwargs) -> None:
if "tip_shape_end" in kwargs:
kwargs["tip_shape"] = kwargs.pop("tip_shape_end")
tip_shape_start = kwargs.pop("tip_shape_start", ArrowTriangleFilledTip)
super().__init__(*args, **kwargs)
self.add_tip(at_start=True, tip_shape=tip_shape_start)
class Angle(VMobject, metaclass=ConvertToOpenGL):
"""A circular arc or elbow-type mobject representing an angle of two lines.
Parameters
----------
line1 :
The first line.
line2 :
The second line.
radius :
The radius of the :class:`Arc`.
quadrant
A sequence of two :class:`int` numbers determining which of the 4 quadrants should be used.
The first value indicates whether to anchor the arc on the first line closer to the end point (1)
or start point (-1), and the second value functions similarly for the
end (1) or start (-1) of the second line.
Possibilities: (1,1), (-1,1), (1,-1), (-1,-1).
other_angle :
Toggles between the two possible angles defined by two points and an arc center. If set to
False (default), the arc will always go counterclockwise from the point on line1 until
the point on line2 is reached. If set to True, the angle will go clockwise from line1 to line2.
dot
Allows for a :class:`Dot` in the arc. Mainly used as an convention to indicate a right angle.
The dot can be customized in the next three parameters.
dot_radius
The radius of the :class:`Dot`. If not specified otherwise, this radius will be 1/10 of the arc radius.
dot_distance
Relative distance from the center to the arc: 0 puts the dot in the center and 1 on the arc itself.
dot_color
The color of the :class:`Dot`.
elbow
Produces an elbow-type mobject indicating a right angle, see :class:`RightAngle` for more information
and a shorthand.
**kwargs
Further keyword arguments that are passed to the constructor of :class:`Arc` or :class:`Elbow`.
Examples
--------
The first example shows some right angles with a dot in the middle while the second example shows
all 8 possible angles defined by two lines.
.. manim:: RightArcAngleExample
:save_last_frame:
class RightArcAngleExample(Scene):
def construct(self):
line1 = Line( LEFT, RIGHT )
line2 = Line( DOWN, UP )
rightarcangles = [
Angle(line1, line2, dot=True),
Angle(line1, line2, radius=0.4, quadrant=(1,-1), dot=True, other_angle=True),
Angle(line1, line2, radius=0.5, quadrant=(-1,1), stroke_width=8, dot=True, dot_color=YELLOW, dot_radius=0.04, other_angle=True),
Angle(line1, line2, radius=0.7, quadrant=(-1,-1), color=RED, dot=True, dot_color=GREEN, dot_radius=0.08),
]
plots = VGroup()
for angle in rightarcangles:
plot=VGroup(line1.copy(),line2.copy(), angle)
plots.add(plot)
plots.arrange(buff=1.5)
self.add(plots)
.. manim:: AngleExample
:save_last_frame:
class AngleExample(Scene):
def construct(self):
line1 = Line( LEFT + (1/3) * UP, RIGHT + (1/3) * DOWN )
line2 = Line( DOWN + (1/3) * RIGHT, UP + (1/3) * LEFT )
angles = [
Angle(line1, line2),
Angle(line1, line2, radius=0.4, quadrant=(1,-1), other_angle=True),
Angle(line1, line2, radius=0.5, quadrant=(-1,1), stroke_width=8, other_angle=True),
Angle(line1, line2, radius=0.7, quadrant=(-1,-1), color=RED),
Angle(line1, line2, other_angle=True),
Angle(line1, line2, radius=0.4, quadrant=(1,-1)),
Angle(line1, line2, radius=0.5, quadrant=(-1,1), stroke_width=8),
Angle(line1, line2, radius=0.7, quadrant=(-1,-1), color=RED, other_angle=True),
]
plots = VGroup()
for angle in angles:
plot=VGroup(line1.copy(),line2.copy(), angle)
plots.add(VGroup(plot,SurroundingRectangle(plot, buff=0.3)))
plots.arrange_in_grid(rows=2,buff=1)
self.add(plots)
.. manim:: FilledAngle
:save_last_frame:
class FilledAngle(Scene):
def construct(self):
l1 = Line(ORIGIN, 2 * UP + RIGHT).set_color(GREEN)
l2 = (
Line(ORIGIN, 2 * UP + RIGHT)
.set_color(GREEN)
.rotate(-20 * DEGREES, about_point=ORIGIN)
)
norm = l1.get_length()
a1 = Angle(l1, l2, other_angle=True, radius=norm - 0.5).set_color(GREEN)
a2 = Angle(l1, l2, other_angle=True, radius=norm).set_color(GREEN)
q1 = a1.points # save all coordinates of points of angle a1
q2 = a2.reverse_direction().points # save all coordinates of points of angle a1 (in reversed direction)
pnts = np.concatenate([q1, q2, q1[0].reshape(1, 3)]) # adds points and ensures that path starts and ends at same point
mfill = VMobject().set_color(ORANGE)
mfill.set_points_as_corners(pnts).set_fill(GREEN, opacity=1)
self.add(l1, l2)
self.add(mfill)
"""
def __init__(
self,
line1: Line,
line2: Line,
radius: float | None = None,
quadrant: Point2D = (1, 1),
other_angle: bool = False,
dot: bool = False,
dot_radius: float | None = None,
dot_distance: float = 0.55,
dot_color: ParsableManimColor = WHITE,
elbow: bool = False,
**kwargs,
) -> None:
super().__init__(**kwargs)
self.lines = (line1, line2)
self.quadrant = quadrant
self.dot_distance = dot_distance
self.elbow = elbow
inter = line_intersection(
[line1.get_start(), line1.get_end()],
[line2.get_start(), line2.get_end()],
)
if radius is None:
if quadrant[0] == 1:
dist_1 = np.linalg.norm(line1.get_end() - inter)
else:
dist_1 = np.linalg.norm(line1.get_start() - inter)
if quadrant[1] == 1:
dist_2 = np.linalg.norm(line2.get_end() - inter)
else:
dist_2 = np.linalg.norm(line2.get_start() - inter)
if np.minimum(dist_1, dist_2) < 0.6:
radius = (2 / 3) * np.minimum(dist_1, dist_2)
else:
radius = 0.4
else:
self.radius = radius
anchor_angle_1 = inter + quadrant[0] * radius * line1.get_unit_vector()
anchor_angle_2 = inter + quadrant[1] * radius * line2.get_unit_vector()
if elbow:
anchor_middle = (
inter
+ quadrant[0] * radius * line1.get_unit_vector()
+ quadrant[1] * radius * line2.get_unit_vector()
)
angle_mobject = Elbow(**kwargs)
angle_mobject.set_points_as_corners(
[anchor_angle_1, anchor_middle, anchor_angle_2],
)
else:
angle_1 = angle_of_vector(anchor_angle_1 - inter)
angle_2 = angle_of_vector(anchor_angle_2 - inter)
if not other_angle:
start_angle = angle_1
if angle_2 > angle_1:
angle_fin = angle_2 - angle_1
else:
angle_fin = 2 * np.pi - (angle_1 - angle_2)
else:
start_angle = angle_1
if angle_2 < angle_1:
angle_fin = -angle_1 + angle_2
else:
angle_fin = -2 * np.pi + (angle_2 - angle_1)
self.angle_value = angle_fin
angle_mobject = Arc(
radius=radius,
angle=self.angle_value,
start_angle=start_angle,
arc_center=inter,
**kwargs,
)
if dot:
if dot_radius is None:
dot_radius = radius / 10
else:
self.dot_radius = dot_radius
right_dot = Dot(ORIGIN, radius=dot_radius, color=dot_color)
dot_anchor = (
inter
+ (angle_mobject.get_center() - inter)
/ np.linalg.norm(angle_mobject.get_center() - inter)
* radius
* dot_distance
)
right_dot.move_to(dot_anchor)
self.add(right_dot)
self.set_points(angle_mobject.points)
def get_lines(self) -> VGroup:
"""Get the lines forming an angle of the :class:`Angle` class.
Returns
-------
:class:`~.VGroup`
A :class:`~.VGroup` containing the lines that form the angle of the :class:`Angle` class.
Examples
--------
::
>>> line_1, line_2 = Line(ORIGIN, RIGHT), Line(ORIGIN, UR)
>>> angle = Angle(line_1, line_2)
>>> angle.get_lines()
VGroup(Line, Line)
"""
return VGroup(*self.lines)
def get_value(self, degrees: bool = False) -> float:
"""Get the value of an angle of the :class:`Angle` class.
Parameters
----------
degrees
A boolean to decide the unit (deg/rad) in which the value of the angle is returned.
Returns
-------
:class:`float`
The value in degrees/radians of an angle of the :class:`Angle` class.
Examples
--------
.. manim:: GetValueExample
:save_last_frame:
class GetValueExample(Scene):
def construct(self):
line1 = Line(LEFT+(1/3)*UP, RIGHT+(1/3)*DOWN)
line2 = Line(DOWN+(1/3)*RIGHT, UP+(1/3)*LEFT)
angle = Angle(line1, line2, radius=0.4)
value = DecimalNumber(angle.get_value(degrees=True), unit="^{\\circ}")
value.next_to(angle, UR)
self.add(line1, line2, angle, value)
"""
return self.angle_value / DEGREES if degrees else self.angle_value
@staticmethod
def from_three_points(A: Point3D, B: Point3D, C: Point3D, **kwargs) -> Angle:
"""The angle between the lines AB and BC.
This constructs the angle :math:`\\angle ABC`.
Parameters
----------
A
The endpoint of the first angle leg
B
The vertex of the angle
C
The endpoint of the second angle leg
**kwargs
Further keyword arguments are passed to :class:`.Angle`
Returns
-------
The Angle calculated from the three points
Angle(line1, line2, radius=0.5, quadrant=(-1,1), stroke_width=8),
Angle(line1, line2, radius=0.7, quadrant=(-1,-1), color=RED, other_angle=True),
Examples
--------
.. manim:: AngleFromThreePointsExample
:save_last_frame:
class AngleFromThreePointsExample(Scene):
def construct(self):
sample_angle = Angle.from_three_points(UP, ORIGIN, LEFT)
red_angle = Angle.from_three_points(LEFT + UP, ORIGIN, RIGHT, radius=.8, quadrant=(-1,-1), color=RED, stroke_width=8, other_angle=True)
self.add(red_angle, sample_angle)
"""
return Angle(Line(B, A), Line(B, C), **kwargs)
class RightAngle(Angle):
"""An elbow-type mobject representing a right angle between two lines.
Parameters
----------
line1
The first line.
line2
The second line.
length
The length of the arms.
**kwargs
Further keyword arguments that are passed to the constructor of :class:`Angle`.
Examples
--------
.. manim:: RightAngleExample
:save_last_frame:
class RightAngleExample(Scene):
def construct(self):
line1 = Line( LEFT, RIGHT )
line2 = Line( DOWN, UP )
rightangles = [
RightAngle(line1, line2),
RightAngle(line1, line2, length=0.4, quadrant=(1,-1)),
RightAngle(line1, line2, length=0.5, quadrant=(-1,1), stroke_width=8),
RightAngle(line1, line2, length=0.7, quadrant=(-1,-1), color=RED),
]
plots = VGroup()
for rightangle in rightangles:
plot=VGroup(line1.copy(),line2.copy(), rightangle)
plots.add(plot)
plots.arrange(buff=1.5)
self.add(plots)
"""
def __init__(
self, line1: Line, line2: Line, length: float | None = None, **kwargs
) -> None:
super().__init__(line1, line2, radius=length, elbow=True, **kwargs)
|
manim_ManimCommunity/manim/mobject/geometry/__init__.py
|
"""Various geometric Mobjects.
Modules
=======
.. autosummary::
:toctree: ../reference
~arc
~boolean_ops
~labeled
~line
~polygram
~shape_matchers
~tips
"""
|
manim_ManimCommunity/manim/mobject/geometry/polygram.py
|
r"""Mobjects that are simple geometric shapes."""
from __future__ import annotations
__all__ = [
"Polygram",
"Polygon",
"RegularPolygram",
"RegularPolygon",
"Star",
"Triangle",
"Rectangle",
"Square",
"RoundedRectangle",
"Cutout",
]
from math import ceil
from typing import TYPE_CHECKING
import numpy as np
from manim.constants import *
from manim.mobject.geometry.arc import ArcBetweenPoints
from manim.mobject.opengl.opengl_compatibility import ConvertToOpenGL
from manim.mobject.types.vectorized_mobject import VGroup, VMobject
from manim.utils.color import BLUE, WHITE, ParsableManimColor
from manim.utils.iterables import adjacent_n_tuples, adjacent_pairs
from manim.utils.space_ops import angle_between_vectors, normalize, regular_vertices
if TYPE_CHECKING:
from typing_extensions import Self
from manim.typing import Point3D, Point3D_Array
from manim.utils.color import ParsableManimColor
class Polygram(VMobject, metaclass=ConvertToOpenGL):
"""A generalized :class:`Polygon`, allowing for disconnected sets of edges.
Parameters
----------
vertex_groups
The groups of vertices making up the :class:`Polygram`.
The first vertex in each group is repeated to close the shape.
Each point must be 3-dimensional: ``[x,y,z]``
color
The color of the :class:`Polygram`.
kwargs
Forwarded to the parent constructor.
Examples
--------
.. manim:: PolygramExample
import numpy as np
class PolygramExample(Scene):
def construct(self):
hexagram = Polygram(
[[0, 2, 0], [-np.sqrt(3), -1, 0], [np.sqrt(3), -1, 0]],
[[-np.sqrt(3), 1, 0], [0, -2, 0], [np.sqrt(3), 1, 0]],
)
self.add(hexagram)
dot = Dot()
self.play(MoveAlongPath(dot, hexagram), run_time=5, rate_func=linear)
self.remove(dot)
self.wait()
"""
def __init__(
self, *vertex_groups: Point3D, color: ParsableManimColor = BLUE, **kwargs
):
super().__init__(color=color, **kwargs)
for vertices in vertex_groups:
first_vertex, *vertices = vertices
first_vertex = np.array(first_vertex)
self.start_new_path(first_vertex)
self.add_points_as_corners(
[*(np.array(vertex) for vertex in vertices), first_vertex],
)
def get_vertices(self) -> Point3D_Array:
"""Gets the vertices of the :class:`Polygram`.
Returns
-------
:class:`numpy.ndarray`
The vertices of the :class:`Polygram`.
Examples
--------
::
>>> sq = Square()
>>> sq.get_vertices()
array([[ 1., 1., 0.],
[-1., 1., 0.],
[-1., -1., 0.],
[ 1., -1., 0.]])
"""
return self.get_start_anchors()
def get_vertex_groups(self) -> np.ndarray[Point3D_Array]:
"""Gets the vertex groups of the :class:`Polygram`.
Returns
-------
:class:`numpy.ndarray`
The vertex groups of the :class:`Polygram`.
Examples
--------
::
>>> poly = Polygram([ORIGIN, RIGHT, UP], [LEFT, LEFT + UP, 2 * LEFT])
>>> poly.get_vertex_groups()
array([[[ 0., 0., 0.],
[ 1., 0., 0.],
[ 0., 1., 0.]],
<BLANKLINE>
[[-1., 0., 0.],
[-1., 1., 0.],
[-2., 0., 0.]]])
"""
vertex_groups = []
group = []
for start, end in zip(self.get_start_anchors(), self.get_end_anchors()):
group.append(start)
if self.consider_points_equals(end, group[0]):
vertex_groups.append(group)
group = []
return np.array(vertex_groups)
def round_corners(
self,
radius: float | list[float] = 0.5,
evenly_distribute_anchors: bool = False,
components_per_rounded_corner: int = 2,
) -> Self:
"""Rounds off the corners of the :class:`Polygram`.
Parameters
----------
radius
The curvature of the corners of the :class:`Polygram`.
evenly_distribute_anchors
Break long line segments into proportionally-sized segments.
components_per_rounded_corner
The number of points used to represent the rounded corner curve.
.. seealso::
:class:`.~RoundedRectangle`
.. note::
If `radius` is supplied as a single value, then the same radius
will be applied to all corners. If `radius` is a list, then the
individual values will be applied sequentially, with the first
corner receiving `radius[0]`, the second corner receiving
`radius[1]`, etc. The radius list will be repeated as necessary.
The `components_per_rounded_corner` value is provided so that the
fidelity of the rounded corner may be fine-tuned as needed. 2 is
an appropriate value for most shapes, however a larger value may be
need if the rounded corner is particularly large. 2 is the minimum
number allowed, representing the start and end of the curve. 3 will
result in a start, middle, and end point, meaning 2 curves will be
generated.
The option to `evenly_distribute_anchors` is provided so that the
line segments (the part part of each line remaining after rounding
off the corners) can be subdivided to a density similar to that of
the average density of the rounded corners. This may be desirable
in situations in which an even distribution of curves is desired
for use in later transformation animations. Be aware, though, that
enabling this option can result in an an object containing
significantly more points than the original, especially when the
rounded corner curves are small.
Examples
--------
.. manim:: PolygramRoundCorners
:save_last_frame:
class PolygramRoundCorners(Scene):
def construct(self):
star = Star(outer_radius=2)
shapes = VGroup(star)
shapes.add(star.copy().round_corners(radius=0.1))
shapes.add(star.copy().round_corners(radius=0.25))
shapes.arrange(RIGHT)
self.add(shapes)
"""
if radius == 0:
return self
new_points = []
for vertices in self.get_vertex_groups():
arcs = []
# Repeat the radius list as necessary in order to provide a radius
# for each vertex.
if isinstance(radius, (int, float)):
radius_list = [radius] * len(vertices)
else:
radius_list = radius * ceil(len(vertices) / len(radius))
for currentRadius, (v1, v2, v3) in zip(
radius_list, adjacent_n_tuples(vertices, 3)
):
vect1 = v2 - v1
vect2 = v3 - v2
unit_vect1 = normalize(vect1)
unit_vect2 = normalize(vect2)
angle = angle_between_vectors(vect1, vect2)
# Negative radius gives concave curves
angle *= np.sign(currentRadius)
# Distance between vertex and start of the arc
cut_off_length = currentRadius * np.tan(angle / 2)
# Determines counterclockwise vs. clockwise
sign = np.sign(np.cross(vect1, vect2)[2])
arc = ArcBetweenPoints(
v2 - unit_vect1 * cut_off_length,
v2 + unit_vect2 * cut_off_length,
angle=sign * angle,
num_components=components_per_rounded_corner,
)
arcs.append(arc)
if evenly_distribute_anchors:
# Determine the average length of each curve
nonZeroLengthArcs = [arc for arc in arcs if len(arc.points) > 4]
if len(nonZeroLengthArcs):
totalArcLength = sum(
[arc.get_arc_length() for arc in nonZeroLengthArcs]
)
totalCurveCount = (
sum([len(arc.points) for arc in nonZeroLengthArcs]) / 4
)
averageLengthPerCurve = totalArcLength / totalCurveCount
else:
averageLengthPerCurve = 1
# To ensure that we loop through starting with last
arcs = [arcs[-1], *arcs[:-1]]
from manim.mobject.geometry.line import Line
for arc1, arc2 in adjacent_pairs(arcs):
new_points.extend(arc1.points)
line = Line(arc1.get_end(), arc2.get_start())
# Make sure anchors are evenly distributed, if necessary
if evenly_distribute_anchors:
line.insert_n_curves(
ceil(line.get_length() / averageLengthPerCurve)
)
new_points.extend(line.points)
self.set_points(new_points)
return self
class Polygon(Polygram):
"""A shape consisting of one closed loop of vertices.
Parameters
----------
vertices
The vertices of the :class:`Polygon`.
kwargs
Forwarded to the parent constructor.
Examples
--------
.. manim:: PolygonExample
:save_last_frame:
class PolygonExample(Scene):
def construct(self):
isosceles = Polygon([-5, 1.5, 0], [-2, 1.5, 0], [-3.5, -2, 0])
position_list = [
[4, 1, 0], # middle right
[4, -2.5, 0], # bottom right
[0, -2.5, 0], # bottom left
[0, 3, 0], # top left
[2, 1, 0], # middle
[4, 3, 0], # top right
]
square_and_triangles = Polygon(*position_list, color=PURPLE_B)
self.add(isosceles, square_and_triangles)
"""
def __init__(self, *vertices: Point3D, **kwargs) -> None:
super().__init__(vertices, **kwargs)
class RegularPolygram(Polygram):
"""A :class:`Polygram` with regularly spaced vertices.
Parameters
----------
num_vertices
The number of vertices.
density
The density of the :class:`RegularPolygram`.
Can be thought of as how many vertices to hop
to draw a line between them. Every ``density``-th
vertex is connected.
radius
The radius of the circle that the vertices are placed on.
start_angle
The angle the vertices start at; the rotation of
the :class:`RegularPolygram`.
kwargs
Forwarded to the parent constructor.
Examples
--------
.. manim:: RegularPolygramExample
:save_last_frame:
class RegularPolygramExample(Scene):
def construct(self):
pentagram = RegularPolygram(5, radius=2)
self.add(pentagram)
"""
def __init__(
self,
num_vertices: int,
*,
density: int = 2,
radius: float = 1,
start_angle: float | None = None,
**kwargs,
) -> None:
# Regular polygrams can be expressed by the number of their vertices
# and their density. This relation can be expressed as its Schläfli
# symbol: {num_vertices/density}.
#
# For instance, a pentagon can be expressed as {5/1} or just {5}.
# A pentagram, however, can be expressed as {5/2}.
# A hexagram *would* be expressed as {6/2}, except that 6 and 2
# are not coprime, and it can be simplified to 2{3}, which corresponds
# to the fact that a hexagram is actually made up of 2 triangles.
#
# See https://en.wikipedia.org/wiki/Polygram_(geometry)#Generalized_regular_polygons
# for more information.
num_gons = np.gcd(num_vertices, density)
num_vertices //= num_gons
density //= num_gons
# Utility function for generating the individual
# polygon vertices.
def gen_polygon_vertices(start_angle):
reg_vertices, start_angle = regular_vertices(
num_vertices,
radius=radius,
start_angle=start_angle,
)
vertices = []
i = 0
while True:
vertices.append(reg_vertices[i])
i += density
i %= num_vertices
if i == 0:
break
return vertices, start_angle
first_group, self.start_angle = gen_polygon_vertices(start_angle)
vertex_groups = [first_group]
for i in range(1, num_gons):
start_angle = self.start_angle + (i / num_gons) * TAU / num_vertices
group, _ = gen_polygon_vertices(start_angle)
vertex_groups.append(group)
super().__init__(*vertex_groups, **kwargs)
class RegularPolygon(RegularPolygram):
"""An n-sided regular :class:`Polygon`.
Parameters
----------
n
The number of sides of the :class:`RegularPolygon`.
kwargs
Forwarded to the parent constructor.
Examples
--------
.. manim:: RegularPolygonExample
:save_last_frame:
class RegularPolygonExample(Scene):
def construct(self):
poly_1 = RegularPolygon(n=6)
poly_2 = RegularPolygon(n=6, start_angle=30*DEGREES, color=GREEN)
poly_3 = RegularPolygon(n=10, color=RED)
poly_group = Group(poly_1, poly_2, poly_3).scale(1.5).arrange(buff=1)
self.add(poly_group)
"""
def __init__(self, n: int = 6, **kwargs) -> None:
super().__init__(n, density=1, **kwargs)
class Star(Polygon):
"""A regular polygram without the intersecting lines.
Parameters
----------
n
How many points on the :class:`Star`.
outer_radius
The radius of the circle that the outer vertices are placed on.
inner_radius
The radius of the circle that the inner vertices are placed on.
If unspecified, the inner radius will be
calculated such that the edges of the :class:`Star`
perfectly follow the edges of its :class:`RegularPolygram`
counterpart.
density
The density of the :class:`Star`. Only used if
``inner_radius`` is unspecified.
See :class:`RegularPolygram` for more information.
start_angle
The angle the vertices start at; the rotation of
the :class:`Star`.
kwargs
Forwardeds to the parent constructor.
Raises
------
:exc:`ValueError`
If ``inner_radius`` is unspecified and ``density``
is not in the range ``[1, n/2)``.
Examples
--------
.. manim:: StarExample
:save_as_gif:
class StarExample(Scene):
def construct(self):
pentagram = RegularPolygram(5, radius=2)
star = Star(outer_radius=2, color=RED)
self.add(pentagram)
self.play(Create(star), run_time=3)
self.play(FadeOut(star), run_time=2)
.. manim:: DifferentDensitiesExample
:save_last_frame:
class DifferentDensitiesExample(Scene):
def construct(self):
density_2 = Star(7, outer_radius=2, density=2, color=RED)
density_3 = Star(7, outer_radius=2, density=3, color=PURPLE)
self.add(VGroup(density_2, density_3).arrange(RIGHT))
"""
def __init__(
self,
n: int = 5,
*,
outer_radius: float = 1,
inner_radius: float | None = None,
density: int = 2,
start_angle: float | None = TAU / 4,
**kwargs,
) -> None:
inner_angle = TAU / (2 * n)
if inner_radius is None:
# See https://math.stackexchange.com/a/2136292 for an
# overview of how to calculate the inner radius of a
# perfect star.
if density <= 0 or density >= n / 2:
raise ValueError(
f"Incompatible density {density} for number of points {n}",
)
outer_angle = TAU * density / n
inverse_x = 1 - np.tan(inner_angle) * (
(np.cos(outer_angle) - 1) / np.sin(outer_angle)
)
inner_radius = outer_radius / (np.cos(inner_angle) * inverse_x)
outer_vertices, self.start_angle = regular_vertices(
n,
radius=outer_radius,
start_angle=start_angle,
)
inner_vertices, _ = regular_vertices(
n,
radius=inner_radius,
start_angle=self.start_angle + inner_angle,
)
vertices = []
for pair in zip(outer_vertices, inner_vertices):
vertices.extend(pair)
super().__init__(*vertices, **kwargs)
class Triangle(RegularPolygon):
"""An equilateral triangle.
Parameters
----------
kwargs
Additional arguments to be passed to :class:`RegularPolygon`
Examples
--------
.. manim:: TriangleExample
:save_last_frame:
class TriangleExample(Scene):
def construct(self):
triangle_1 = Triangle()
triangle_2 = Triangle().scale(2).rotate(60*DEGREES)
tri_group = Group(triangle_1, triangle_2).arrange(buff=1)
self.add(tri_group)
"""
def __init__(self, **kwargs) -> None:
super().__init__(n=3, **kwargs)
class Rectangle(Polygon):
"""A quadrilateral with two sets of parallel sides.
Parameters
----------
color
The color of the rectangle.
height
The vertical height of the rectangle.
width
The horizontal width of the rectangle.
grid_xstep
Space between vertical grid lines.
grid_ystep
Space between horizontal grid lines.
mark_paths_closed
No purpose.
close_new_points
No purpose.
kwargs
Additional arguments to be passed to :class:`Polygon`
Examples
----------
.. manim:: RectangleExample
:save_last_frame:
class RectangleExample(Scene):
def construct(self):
rect1 = Rectangle(width=4.0, height=2.0, grid_xstep=1.0, grid_ystep=0.5)
rect2 = Rectangle(width=1.0, height=4.0)
rect3 = Rectangle(width=2.0, height=2.0, grid_xstep=1.0, grid_ystep=1.0)
rect3.grid_lines.set_stroke(width=1)
rects = Group(rect1, rect2, rect3).arrange(buff=1)
self.add(rects)
"""
def __init__(
self,
color: ParsableManimColor = WHITE,
height: float = 2.0,
width: float = 4.0,
grid_xstep: float | None = None,
grid_ystep: float | None = None,
mark_paths_closed: bool = True,
close_new_points: bool = True,
**kwargs,
):
super().__init__(UR, UL, DL, DR, color=color, **kwargs)
self.stretch_to_fit_width(width)
self.stretch_to_fit_height(height)
v = self.get_vertices()
self.grid_lines = VGroup()
if grid_xstep or grid_ystep:
from manim.mobject.geometry.line import Line
v = self.get_vertices()
if grid_xstep:
grid_xstep = abs(grid_xstep)
count = int(width / grid_xstep)
grid = VGroup(
*(
Line(
v[1] + i * grid_xstep * RIGHT,
v[1] + i * grid_xstep * RIGHT + height * DOWN,
color=color,
)
for i in range(1, count)
)
)
self.grid_lines.add(grid)
if grid_ystep:
grid_ystep = abs(grid_ystep)
count = int(height / grid_ystep)
grid = VGroup(
*(
Line(
v[1] + i * grid_ystep * DOWN,
v[1] + i * grid_ystep * DOWN + width * RIGHT,
color=color,
)
for i in range(1, count)
)
)
self.grid_lines.add(grid)
if self.grid_lines:
self.add(self.grid_lines)
class Square(Rectangle):
"""A rectangle with equal side lengths.
Parameters
----------
side_length
The length of the sides of the square.
kwargs
Additional arguments to be passed to :class:`Rectangle`.
Examples
--------
.. manim:: SquareExample
:save_last_frame:
class SquareExample(Scene):
def construct(self):
square_1 = Square(side_length=2.0).shift(DOWN)
square_2 = Square(side_length=1.0).next_to(square_1, direction=UP)
square_3 = Square(side_length=0.5).next_to(square_2, direction=UP)
self.add(square_1, square_2, square_3)
"""
def __init__(self, side_length: float = 2.0, **kwargs) -> None:
self.side_length = side_length
super().__init__(height=side_length, width=side_length, **kwargs)
class RoundedRectangle(Rectangle):
"""A rectangle with rounded corners.
Parameters
----------
corner_radius
The curvature of the corners of the rectangle.
kwargs
Additional arguments to be passed to :class:`Rectangle`
Examples
--------
.. manim:: RoundedRectangleExample
:save_last_frame:
class RoundedRectangleExample(Scene):
def construct(self):
rect_1 = RoundedRectangle(corner_radius=0.5)
rect_2 = RoundedRectangle(corner_radius=1.5, height=4.0, width=4.0)
rect_group = Group(rect_1, rect_2).arrange(buff=1)
self.add(rect_group)
"""
def __init__(self, corner_radius: float | list[float] = 0.5, **kwargs):
super().__init__(**kwargs)
self.corner_radius = corner_radius
self.round_corners(self.corner_radius)
class Cutout(VMobject, metaclass=ConvertToOpenGL):
"""A shape with smaller cutouts.
Parameters
----------
main_shape
The primary shape from which cutouts are made.
mobjects
The smaller shapes which are to be cut out of the ``main_shape``.
kwargs
Further keyword arguments that are passed to the constructor of
:class:`~.VMobject`.
.. warning::
Technically, this class behaves similar to a symmetric difference: if
parts of the ``mobjects`` are not located within the ``main_shape``,
these parts will be added to the resulting :class:`~.VMobject`.
Examples
--------
.. manim:: CutoutExample
class CutoutExample(Scene):
def construct(self):
s1 = Square().scale(2.5)
s2 = Triangle().shift(DOWN + RIGHT).scale(0.5)
s3 = Square().shift(UP + RIGHT).scale(0.5)
s4 = RegularPolygon(5).shift(DOWN + LEFT).scale(0.5)
s5 = RegularPolygon(6).shift(UP + LEFT).scale(0.5)
c = Cutout(s1, s2, s3, s4, s5, fill_opacity=1, color=BLUE, stroke_color=RED)
self.play(Write(c), run_time=4)
self.wait()
"""
def __init__(self, main_shape: VMobject, *mobjects: VMobject, **kwargs) -> None:
super().__init__(**kwargs)
self.append_points(main_shape.points)
if main_shape.get_direction() == "CW":
sub_direction = "CCW"
else:
sub_direction = "CW"
for mobject in mobjects:
self.append_points(mobject.force_direction(sub_direction).points)
|
manim_ManimCommunity/manim/mobject/geometry/tips.py
|
r"""A collection of tip mobjects for use with :class:`~.TipableVMobject`."""
from __future__ import annotations
__all__ = [
"ArrowTip",
"ArrowCircleFilledTip",
"ArrowCircleTip",
"ArrowSquareTip",
"ArrowSquareFilledTip",
"ArrowTriangleTip",
"ArrowTriangleFilledTip",
"StealthTip",
]
from typing import TYPE_CHECKING
import numpy as np
from manim.constants import *
from manim.mobject.geometry.arc import Circle
from manim.mobject.geometry.polygram import Square, Triangle
from manim.mobject.opengl.opengl_compatibility import ConvertToOpenGL
from manim.mobject.types.vectorized_mobject import VMobject
from manim.utils.space_ops import angle_of_vector
if TYPE_CHECKING:
from manim.typing import Point3D, Vector3D
class ArrowTip(VMobject, metaclass=ConvertToOpenGL):
r"""Base class for arrow tips.
.. seealso::
:class:`ArrowTriangleTip`
:class:`ArrowTriangleFilledTip`
:class:`ArrowCircleTip`
:class:`ArrowCircleFilledTip`
:class:`ArrowSquareTip`
:class:`ArrowSquareFilledTip`
:class:`StealthTip`
Examples
--------
Cannot be used directly, only intended for inheritance::
>>> tip = ArrowTip()
Traceback (most recent call last):
...
NotImplementedError: Has to be implemented in inheriting subclasses.
Instead, use one of the pre-defined ones, or make
a custom one like this:
.. manim:: CustomTipExample
>>> from manim import RegularPolygon, Arrow
>>> class MyCustomArrowTip(ArrowTip, RegularPolygon):
... def __init__(self, length=0.35, **kwargs):
... RegularPolygon.__init__(self, n=5, **kwargs)
... self.width = length
... self.stretch_to_fit_height(length)
>>> arr = Arrow(np.array([-2, -2, 0]), np.array([2, 2, 0]),
... tip_shape=MyCustomArrowTip)
>>> isinstance(arr.tip, RegularPolygon)
True
>>> from manim import Scene, Create
>>> class CustomTipExample(Scene):
... def construct(self):
... self.play(Create(arr))
Using a class inherited from :class:`ArrowTip` to get a non-filled
tip is a shorthand to manually specifying the arrow tip style as follows::
>>> arrow = Arrow(np.array([0, 0, 0]), np.array([1, 1, 0]),
... tip_style={'fill_opacity': 0, 'stroke_width': 3})
The following example illustrates the usage of all of the predefined
arrow tips.
.. manim:: ArrowTipsShowcase
:save_last_frame:
class ArrowTipsShowcase(Scene):
def construct(self):
tip_names = [
'Default (YELLOW)', 'ArrowTriangleTip', 'Default', 'ArrowSquareTip',
'ArrowSquareFilledTip', 'ArrowCircleTip', 'ArrowCircleFilledTip', 'StealthTip'
]
big_arrows = [
Arrow(start=[-4, 3.5, 0], end=[2, 3.5, 0], color=YELLOW),
Arrow(start=[-4, 2.5, 0], end=[2, 2.5, 0], tip_shape=ArrowTriangleTip),
Arrow(start=[-4, 1.5, 0], end=[2, 1.5, 0]),
Arrow(start=[-4, 0.5, 0], end=[2, 0.5, 0], tip_shape=ArrowSquareTip),
Arrow([-4, -0.5, 0], [2, -0.5, 0], tip_shape=ArrowSquareFilledTip),
Arrow([-4, -1.5, 0], [2, -1.5, 0], tip_shape=ArrowCircleTip),
Arrow([-4, -2.5, 0], [2, -2.5, 0], tip_shape=ArrowCircleFilledTip),
Arrow([-4, -3.5, 0], [2, -3.5, 0], tip_shape=StealthTip)
]
small_arrows = (
arrow.copy().scale(0.5, scale_tips=True).next_to(arrow, RIGHT) for arrow in big_arrows
)
labels = (
Text(tip_names[i], font='monospace', font_size=20, color=BLUE).next_to(big_arrows[i], LEFT) for i in range(len(big_arrows))
)
self.add(*big_arrows, *small_arrows, *labels)
"""
def __init__(self, *args, **kwargs) -> None:
raise NotImplementedError("Has to be implemented in inheriting subclasses.")
@property
def base(self) -> Point3D:
r"""The base point of the arrow tip.
This is the point connecting to the arrow line.
Examples
--------
::
>>> from manim import Arrow
>>> arrow = Arrow(np.array([0, 0, 0]), np.array([2, 0, 0]), buff=0)
>>> arrow.tip.base.round(2) + 0. # add 0. to avoid negative 0 in output
array([1.65, 0. , 0. ])
"""
return self.point_from_proportion(0.5)
@property
def tip_point(self) -> Point3D:
r"""The tip point of the arrow tip.
Examples
--------
::
>>> from manim import Arrow
>>> arrow = Arrow(np.array([0, 0, 0]), np.array([2, 0, 0]), buff=0)
>>> arrow.tip.tip_point.round(2) + 0.
array([2., 0., 0.])
"""
return self.points[0]
@property
def vector(self) -> Vector3D:
r"""The vector pointing from the base point to the tip point.
Examples
--------
::
>>> from manim import Arrow
>>> arrow = Arrow(np.array([0, 0, 0]), np.array([2, 2, 0]), buff=0)
>>> arrow.tip.vector.round(2) + 0.
array([0.25, 0.25, 0. ])
"""
return self.tip_point - self.base
@property
def tip_angle(self) -> float:
r"""The angle of the arrow tip.
Examples
--------
::
>>> from manim import Arrow
>>> arrow = Arrow(np.array([0, 0, 0]), np.array([1, 1, 0]), buff=0)
>>> round(arrow.tip.tip_angle, 5) == round(PI/4, 5)
True
"""
return angle_of_vector(self.vector)
@property
def length(self) -> np.floating:
r"""The length of the arrow tip.
Examples
--------
::
>>> from manim import Arrow
>>> arrow = Arrow(np.array([0, 0, 0]), np.array([1, 2, 0]))
>>> round(arrow.tip.length, 3)
0.35
"""
return np.linalg.norm(self.vector)
class StealthTip(ArrowTip):
r"""'Stealth' fighter / kite arrow shape.
Naming is inspired by the corresponding
`TikZ arrow shape <https://tikz.dev/tikz-arrows#sec-16.3>`__.
"""
def __init__(
self,
fill_opacity=1,
stroke_width=3,
length=DEFAULT_ARROW_TIP_LENGTH / 2,
start_angle=PI,
**kwargs,
):
self.start_angle = start_angle
VMobject.__init__(
self, fill_opacity=fill_opacity, stroke_width=stroke_width, **kwargs
)
self.set_points_as_corners(
[
[2, 0, 0], # tip
[-1.2, 1.6, 0],
[0, 0, 0], # base
[-1.2, -1.6, 0],
[2, 0, 0], # close path, back to tip
]
)
self.scale(length / self.length)
@property
def length(self):
"""The length of the arrow tip.
In this case, the length is computed as the height of
the triangle encompassing the stealth tip (otherwise,
the tip is scaled too large).
"""
return np.linalg.norm(self.vector) * 1.6
class ArrowTriangleTip(ArrowTip, Triangle):
r"""Triangular arrow tip."""
def __init__(
self,
fill_opacity: float = 0,
stroke_width: float = 3,
length: float = DEFAULT_ARROW_TIP_LENGTH,
width: float = DEFAULT_ARROW_TIP_LENGTH,
start_angle: float = PI,
**kwargs,
) -> None:
Triangle.__init__(
self,
fill_opacity=fill_opacity,
stroke_width=stroke_width,
start_angle=start_angle,
**kwargs,
)
self.width = width
self.stretch_to_fit_width(length)
self.stretch_to_fit_height(width)
class ArrowTriangleFilledTip(ArrowTriangleTip):
r"""Triangular arrow tip with filled tip.
This is the default arrow tip shape.
"""
def __init__(
self, fill_opacity: float = 1, stroke_width: float = 0, **kwargs
) -> None:
super().__init__(fill_opacity=fill_opacity, stroke_width=stroke_width, **kwargs)
class ArrowCircleTip(ArrowTip, Circle):
r"""Circular arrow tip."""
def __init__(
self,
fill_opacity: float = 0,
stroke_width: float = 3,
length: float = DEFAULT_ARROW_TIP_LENGTH,
start_angle: float = PI,
**kwargs,
) -> None:
self.start_angle = start_angle
Circle.__init__(
self, fill_opacity=fill_opacity, stroke_width=stroke_width, **kwargs
)
self.width = length
self.stretch_to_fit_height(length)
class ArrowCircleFilledTip(ArrowCircleTip):
r"""Circular arrow tip with filled tip."""
def __init__(
self, fill_opacity: float = 1, stroke_width: float = 0, **kwargs
) -> None:
super().__init__(fill_opacity=fill_opacity, stroke_width=stroke_width, **kwargs)
class ArrowSquareTip(ArrowTip, Square):
r"""Square arrow tip."""
def __init__(
self,
fill_opacity: float = 0,
stroke_width: float = 3,
length: float = DEFAULT_ARROW_TIP_LENGTH,
start_angle: float = PI,
**kwargs,
) -> None:
self.start_angle = start_angle
Square.__init__(
self,
fill_opacity=fill_opacity,
stroke_width=stroke_width,
side_length=length,
**kwargs,
)
self.width = length
self.stretch_to_fit_height(length)
class ArrowSquareFilledTip(ArrowSquareTip):
r"""Square arrow tip with filled tip."""
def __init__(
self, fill_opacity: float = 1, stroke_width: float = 0, **kwargs
) -> None:
super().__init__(fill_opacity=fill_opacity, stroke_width=stroke_width, **kwargs)
|
manim_ManimCommunity/manim/mobject/geometry/arc.py
|
r"""Mobjects that are curved.
Examples
--------
.. manim:: UsefulAnnotations
:save_last_frame:
class UsefulAnnotations(Scene):
def construct(self):
m0 = Dot()
m1 = AnnotationDot()
m2 = LabeledDot("ii")
m3 = LabeledDot(MathTex(r"\alpha").set_color(ORANGE))
m4 = CurvedArrow(2*LEFT, 2*RIGHT, radius= -5)
m5 = CurvedArrow(2*LEFT, 2*RIGHT, radius= 8)
m6 = CurvedDoubleArrow(ORIGIN, 2*RIGHT)
self.add(m0, m1, m2, m3, m4, m5, m6)
for i, mobj in enumerate(self.mobjects):
mobj.shift(DOWN * (i-3))
"""
from __future__ import annotations
__all__ = [
"TipableVMobject",
"Arc",
"ArcBetweenPoints",
"CurvedArrow",
"CurvedDoubleArrow",
"Circle",
"Dot",
"AnnotationDot",
"LabeledDot",
"Ellipse",
"AnnularSector",
"Sector",
"Annulus",
"CubicBezier",
"ArcPolygon",
"ArcPolygonFromArcs",
]
import itertools
import warnings
from typing import TYPE_CHECKING
import numpy as np
from typing_extensions import Self
from manim.constants import *
from manim.mobject.opengl.opengl_compatibility import ConvertToOpenGL
from manim.mobject.types.vectorized_mobject import VGroup, VMobject
from manim.utils.color import BLACK, BLUE, RED, WHITE, ParsableManimColor
from manim.utils.iterables import adjacent_pairs
from manim.utils.space_ops import (
angle_of_vector,
cartesian_to_spherical,
line_intersection,
perpendicular_bisector,
rotate_vector,
)
if TYPE_CHECKING:
import manim.mobject.geometry.tips as tips
from manim.mobject.mobject import Mobject
from manim.mobject.text.tex_mobject import SingleStringMathTex, Tex
from manim.mobject.text.text_mobject import Text
from manim.typing import CubicBezierPoints, Point3D, QuadraticBezierPoints, Vector3D
class TipableVMobject(VMobject, metaclass=ConvertToOpenGL):
"""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
"""
def __init__(
self,
tip_length: float = DEFAULT_ARROW_TIP_LENGTH,
normal_vector: Vector3D = OUT,
tip_style: dict = {},
**kwargs,
) -> None:
self.tip_length: float = tip_length
self.normal_vector: Vector3D = normal_vector
self.tip_style: dict = tip_style
super().__init__(**kwargs)
# Adding, Creating, Modifying tips
def add_tip(
self,
tip: tips.ArrowTip | None = None,
tip_shape: type[tips.ArrowTip] | None = None,
tip_length: float | None = None,
tip_width: float | None = None,
at_start: bool = False,
) -> 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.
"""
if tip is None:
tip = self.create_tip(tip_shape, tip_length, tip_width, at_start)
else:
self.position_tip(tip, at_start)
self.reset_endpoints_based_on_tip(tip, at_start)
self.asign_tip_attr(tip, at_start)
self.add(tip)
return self
def create_tip(
self,
tip_shape: type[tips.ArrowTip] | None = None,
tip_length: float = None,
tip_width: float = None,
at_start: bool = False,
):
"""Stylises the tip, positions it spatially, and returns
the newly instantiated tip to the caller.
"""
tip = self.get_unpositioned_tip(tip_shape, tip_length, tip_width)
self.position_tip(tip, at_start)
return tip
def get_unpositioned_tip(
self,
tip_shape: type[tips.ArrowTip] | None = None,
tip_length: float | None = None,
tip_width: float | None = None,
):
"""Returns a tip that has been stylistically configured,
but has not yet been given a position in space.
"""
from manim.mobject.geometry.tips import ArrowTriangleFilledTip
style = {}
if tip_shape is None:
tip_shape = ArrowTriangleFilledTip
if tip_shape is ArrowTriangleFilledTip:
if tip_width is None:
tip_width = self.get_default_tip_length()
style.update({"width": tip_width})
if tip_length is None:
tip_length = self.get_default_tip_length()
color = self.get_color()
style.update({"fill_color": color, "stroke_color": color})
style.update(self.tip_style)
tip = tip_shape(length=tip_length, **style)
return tip
def position_tip(self, tip: tips.ArrowTip, at_start: bool = False):
# 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()
angles = cartesian_to_spherical(handle - anchor)
tip.rotate(
angles[1] - PI - tip.tip_angle,
) # Rotates the tip along the azimuthal
if not hasattr(self, "_init_positioning_axis"):
axis = [
np.sin(angles[1]),
-np.cos(angles[1]),
0,
] # Obtains the perpendicular of the tip
tip.rotate(
-angles[2] + PI / 2,
axis=axis,
) # Rotates the tip along the vertical wrt the axis
self._init_positioning_axis = axis
tip.shift(anchor - tip.tip_point)
return tip
def reset_endpoints_based_on_tip(self, tip: tips.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:
self.put_start_and_end_on(tip.base, self.get_end())
else:
self.put_start_and_end_on(self.get_start(), tip.base)
return self
def asign_tip_attr(self, tip: tips.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 = self.get_group_class()()
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 = self.get_group_class()()
if hasattr(self, "tip"):
result.add(self.tip)
if hasattr(self, "start_tip"):
result.add(self.start_tip)
return result
def get_tip(self):
"""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) -> Point3D:
return self.points[1]
def get_last_handle(self) -> Point3D:
return self.points[-2]
def get_end(self) -> Point3D:
if self.has_tip():
return self.tip.get_start()
else:
return super().get_end()
def get_start(self) -> Point3D:
if self.has_start_tip():
return self.start_tip.get_start()
else:
return super().get_start()
def get_length(self) -> np.floating:
start, end = self.get_start_and_end()
return np.linalg.norm(start - end)
class Arc(TipableVMobject):
"""A circular arc.
Examples
--------
A simple arc of angle Pi.
.. manim:: ArcExample
:save_last_frame:
class ArcExample(Scene):
def construct(self):
self.add(Arc(angle=PI))
"""
def __init__(
self,
radius: float = 1.0,
start_angle: float = 0,
angle: float = TAU / 4,
num_components: int = 9,
arc_center: Point3D = ORIGIN,
**kwargs,
):
if radius is None: # apparently None is passed by ArcBetweenPoints
radius = 1.0
self.radius = radius
self.num_components: int = num_components
self.arc_center: Point3D = arc_center
self.start_angle: float = start_angle
self.angle: float = angle
self._failed_to_get_center: bool = False
super().__init__(**kwargs)
def generate_points(self) -> None:
self._set_pre_positioned_points()
self.scale(self.radius, about_point=ORIGIN)
self.shift(self.arc_center)
# Points are set a bit differently when rendering via OpenGL.
# TODO: refactor Arc so that only one strategy for setting points
# has to be used.
def init_points(self) -> None:
self.set_points(
Arc._create_quadratic_bezier_points(
angle=self.angle,
start_angle=self.start_angle,
n_components=self.num_components,
),
)
self.scale(self.radius, about_point=ORIGIN)
self.shift(self.arc_center)
@staticmethod
def _create_quadratic_bezier_points(
angle: float, start_angle: float = 0, n_components: int = 8
) -> QuadraticBezierPoints:
samples = np.array(
[
[np.cos(a), np.sin(a), 0]
for a in np.linspace(
start_angle,
start_angle + angle,
2 * n_components + 1,
)
],
)
theta = angle / n_components
samples[1::2] /= np.cos(theta / 2)
points = np.zeros((3 * n_components, 3))
points[0::3] = samples[0:-1:2]
points[1::3] = samples[1::2]
points[2::3] = samples[2::2]
return points
def _set_pre_positioned_points(self) -> None:
anchors = np.array(
[
np.cos(a) * RIGHT + np.sin(a) * UP
for a in np.linspace(
self.start_angle,
self.start_angle + self.angle,
self.num_components,
)
],
)
# Figure out which control points will give the
# Appropriate tangent lines to the circle
d_theta = self.angle / (self.num_components - 1.0)
tangent_vectors = np.zeros(anchors.shape)
# Rotate all 90 degrees, via (x, y) -> (-y, x)
tangent_vectors[:, 1] = anchors[:, 0]
tangent_vectors[:, 0] = -anchors[:, 1]
# Use tangent vectors to deduce anchors
handles1 = anchors[:-1] + (d_theta / 3) * tangent_vectors[:-1]
handles2 = anchors[1:] - (d_theta / 3) * tangent_vectors[1:]
self.set_anchors_and_handles(anchors[:-1], handles1, handles2, anchors[1:])
def get_arc_center(self, warning: bool = True) -> Point3D:
"""Looks at the normals to the first two
anchors, and finds their intersection points
"""
# First two anchors and handles
a1, h1, h2, a2 = self.points[:4]
if np.all(a1 == a2):
# For a1 and a2 to lie at the same point arc radius
# must be zero. Thus arc_center will also lie at
# that point.
return np.copy(a1)
# Tangent vectors
t1 = h1 - a1
t2 = h2 - a2
# Normals
n1 = rotate_vector(t1, TAU / 4)
n2 = rotate_vector(t2, TAU / 4)
try:
return line_intersection(line1=(a1, a1 + n1), line2=(a2, a2 + n2))
except Exception:
if warning:
warnings.warn("Can't find Arc center, using ORIGIN instead")
self._failed_to_get_center = True
return np.array(ORIGIN)
def move_arc_center_to(self, point: Point3D) -> Self:
self.shift(point - self.get_arc_center())
return self
def stop_angle(self) -> float:
return angle_of_vector(self.points[-1] - self.get_arc_center()) % TAU
class ArcBetweenPoints(Arc):
"""Inherits from Arc and additionally takes 2 points between which the arc is spanned.
Example
-------
.. manim:: ArcBetweenPointsExample
class ArcBetweenPointsExample(Scene):
def construct(self):
circle = Circle(radius=2, stroke_color=GREY)
dot_1 = Dot(color=GREEN).move_to([2, 0, 0]).scale(0.5)
dot_1_text = Tex("(2,0)").scale(0.5).next_to(dot_1, RIGHT).set_color(BLUE)
dot_2 = Dot(color=GREEN).move_to([0, 2, 0]).scale(0.5)
dot_2_text = Tex("(0,2)").scale(0.5).next_to(dot_2, UP).set_color(BLUE)
arc= ArcBetweenPoints(start=2 * RIGHT, end=2 * UP, stroke_color=YELLOW)
self.add(circle, dot_1, dot_2, dot_1_text, dot_2_text)
self.play(Create(arc))
"""
def __init__(
self,
start: Point3D,
end: Point3D,
angle: float = TAU / 4,
radius: float = None,
**kwargs,
) -> None:
if radius is not None:
self.radius = radius
if radius < 0:
sign = -2
radius *= -1
else:
sign = 2
halfdist = np.linalg.norm(np.array(start) - np.array(end)) / 2
if radius < halfdist:
raise ValueError(
"""ArcBetweenPoints called with a radius that is
smaller than half the distance between the points.""",
)
arc_height = radius - np.sqrt(radius**2 - halfdist**2)
angle = np.arccos((radius - arc_height) / radius) * sign
super().__init__(radius=radius, angle=angle, **kwargs)
if angle == 0:
self.set_points_as_corners([LEFT, RIGHT])
self.put_start_and_end_on(start, end)
if radius is None:
center = self.get_arc_center(warning=False)
if not self._failed_to_get_center:
self.radius = np.linalg.norm(np.array(start) - np.array(center))
else:
self.radius = np.inf
class CurvedArrow(ArcBetweenPoints):
def __init__(self, start_point: Point3D, end_point: Point3D, **kwargs) -> None:
from manim.mobject.geometry.tips import ArrowTriangleFilledTip
tip_shape = kwargs.pop("tip_shape", ArrowTriangleFilledTip)
super().__init__(start_point, end_point, **kwargs)
self.add_tip(tip_shape=tip_shape)
class CurvedDoubleArrow(CurvedArrow):
def __init__(self, start_point: Point3D, end_point: Point3D, **kwargs) -> None:
if "tip_shape_end" in kwargs:
kwargs["tip_shape"] = kwargs.pop("tip_shape_end")
from manim.mobject.geometry.tips import ArrowTriangleFilledTip
tip_shape_start = kwargs.pop("tip_shape_start", ArrowTriangleFilledTip)
super().__init__(start_point, end_point, **kwargs)
self.add_tip(at_start=True, tip_shape=tip_shape_start)
class Circle(Arc):
"""A circle.
Parameters
----------
color
The color of the shape.
kwargs
Additional arguments to be passed to :class:`Arc`
Examples
--------
.. manim:: CircleExample
:save_last_frame:
class CircleExample(Scene):
def construct(self):
circle_1 = Circle(radius=1.0)
circle_2 = Circle(radius=1.5, color=GREEN)
circle_3 = Circle(radius=1.0, color=BLUE_B, fill_opacity=1)
circle_group = Group(circle_1, circle_2, circle_3).arrange(buff=1)
self.add(circle_group)
"""
def __init__(
self,
radius: float | None = None,
color: ParsableManimColor = RED,
**kwargs,
) -> None:
super().__init__(
radius=radius,
start_angle=0,
angle=TAU,
color=color,
**kwargs,
)
def surround(
self,
mobject: Mobject,
dim_to_match: int = 0,
stretch: bool = False,
buffer_factor: float = 1.2,
) -> Self:
"""Modifies a circle so that it surrounds a given mobject.
Parameters
----------
mobject
The mobject that the circle will be surrounding.
dim_to_match
buffer_factor
Scales the circle with respect to the mobject. A `buffer_factor` < 1 makes the circle smaller than the mobject.
stretch
Stretches the circle to fit more tightly around the mobject. Note: Does not work with :class:`Line`
Examples
--------
.. manim:: CircleSurround
:save_last_frame:
class CircleSurround(Scene):
def construct(self):
triangle1 = Triangle()
circle1 = Circle().surround(triangle1)
group1 = Group(triangle1,circle1) # treat the two mobjects as one
line2 = Line()
circle2 = Circle().surround(line2, buffer_factor=2.0)
group2 = Group(line2,circle2)
# buffer_factor < 1, so the circle is smaller than the square
square3 = Square()
circle3 = Circle().surround(square3, buffer_factor=0.5)
group3 = Group(square3, circle3)
group = Group(group1, group2, group3).arrange(buff=1)
self.add(group)
"""
# Ignores dim_to_match and stretch; result will always be a circle
# TODO: Perhaps create an ellipse class to handle single-dimension stretching
# Something goes wrong here when surrounding lines?
# TODO: Figure out and fix
self.replace(mobject, dim_to_match, stretch)
self.width = np.sqrt(mobject.width**2 + mobject.height**2)
return self.scale(buffer_factor)
def point_at_angle(self, angle: float) -> Point3D:
"""Returns the position of a point on the circle.
Parameters
----------
angle
The angle of the point along the circle in radians.
Returns
-------
:class:`numpy.ndarray`
The location of the point along the circle's circumference.
Examples
--------
.. manim:: PointAtAngleExample
:save_last_frame:
class PointAtAngleExample(Scene):
def construct(self):
circle = Circle(radius=2.0)
p1 = circle.point_at_angle(PI/2)
p2 = circle.point_at_angle(270*DEGREES)
s1 = Square(side_length=0.25).move_to(p1)
s2 = Square(side_length=0.25).move_to(p2)
self.add(circle, s1, s2)
"""
start_angle = angle_of_vector(self.points[0] - self.get_center())
proportion = (angle - start_angle) / TAU
proportion -= np.floor(proportion)
return self.point_from_proportion(proportion)
@staticmethod
def from_three_points(p1: Point3D, p2: Point3D, p3: Point3D, **kwargs) -> Self:
"""Returns a circle passing through the specified
three points.
Example
-------
.. manim:: CircleFromPointsExample
:save_last_frame:
class CircleFromPointsExample(Scene):
def construct(self):
circle = Circle.from_three_points(LEFT, LEFT + UP, UP * 2, color=RED)
dots = VGroup(
Dot(LEFT),
Dot(LEFT + UP),
Dot(UP * 2),
)
self.add(NumberPlane(), circle, dots)
"""
center = line_intersection(
perpendicular_bisector([p1, p2]),
perpendicular_bisector([p2, p3]),
)
radius = np.linalg.norm(p1 - center)
return Circle(radius=radius, **kwargs).shift(center)
class Dot(Circle):
"""A circle with a very small radius.
Parameters
----------
point
The location of the dot.
radius
The radius of the dot.
stroke_width
The thickness of the outline of the dot.
fill_opacity
The opacity of the dot's fill_colour
color
The color of the dot.
kwargs
Additional arguments to be passed to :class:`Circle`
Examples
--------
.. manim:: DotExample
:save_last_frame:
class DotExample(Scene):
def construct(self):
dot1 = Dot(point=LEFT, radius=0.08)
dot2 = Dot(point=ORIGIN)
dot3 = Dot(point=RIGHT)
self.add(dot1,dot2,dot3)
"""
def __init__(
self,
point: Point3D = ORIGIN,
radius: float = DEFAULT_DOT_RADIUS,
stroke_width: float = 0,
fill_opacity: float = 1.0,
color: ParsableManimColor = WHITE,
**kwargs,
) -> None:
super().__init__(
arc_center=point,
radius=radius,
stroke_width=stroke_width,
fill_opacity=fill_opacity,
color=color,
**kwargs,
)
class AnnotationDot(Dot):
"""A dot with bigger radius and bold stroke to annotate scenes."""
def __init__(
self,
radius: float = DEFAULT_DOT_RADIUS * 1.3,
stroke_width: float = 5,
stroke_color: ParsableManimColor = WHITE,
fill_color: ParsableManimColor = BLUE,
**kwargs,
) -> None:
super().__init__(
radius=radius,
stroke_width=stroke_width,
stroke_color=stroke_color,
fill_color=fill_color,
**kwargs,
)
class LabeledDot(Dot):
"""A :class:`Dot` containing a label in its center.
Parameters
----------
label
The label of the :class:`Dot`. This is rendered as :class:`~.MathTex`
by default (i.e., when passing a :class:`str`), but other classes
representing rendered strings like :class:`~.Text` or :class:`~.Tex`
can be passed as well.
radius
The radius of the :class:`Dot`. If ``None`` (the default), the radius
is calculated based on the size of the ``label``.
Examples
--------
.. manim:: SeveralLabeledDots
:save_last_frame:
class SeveralLabeledDots(Scene):
def construct(self):
sq = Square(fill_color=RED, fill_opacity=1)
self.add(sq)
dot1 = LabeledDot(Tex("42", color=RED))
dot2 = LabeledDot(MathTex("a", color=GREEN))
dot3 = LabeledDot(Text("ii", color=BLUE))
dot4 = LabeledDot("3")
dot1.next_to(sq, UL)
dot2.next_to(sq, UR)
dot3.next_to(sq, DL)
dot4.next_to(sq, DR)
self.add(dot1, dot2, dot3, dot4)
"""
def __init__(
self,
label: str | SingleStringMathTex | Text | Tex,
radius: float | None = None,
**kwargs,
) -> None:
if isinstance(label, str):
from manim import MathTex
rendered_label = MathTex(label, color=BLACK)
else:
rendered_label = label
if radius is None:
radius = 0.1 + max(rendered_label.width, rendered_label.height) / 2
super().__init__(radius=radius, **kwargs)
rendered_label.move_to(self.get_center())
self.add(rendered_label)
class Ellipse(Circle):
"""A circular shape; oval, circle.
Parameters
----------
width
The horizontal width of the ellipse.
height
The vertical height of the ellipse.
kwargs
Additional arguments to be passed to :class:`Circle`.
Examples
--------
.. manim:: EllipseExample
:save_last_frame:
class EllipseExample(Scene):
def construct(self):
ellipse_1 = Ellipse(width=2.0, height=4.0, color=BLUE_B)
ellipse_2 = Ellipse(width=4.0, height=1.0, color=BLUE_D)
ellipse_group = Group(ellipse_1,ellipse_2).arrange(buff=1)
self.add(ellipse_group)
"""
def __init__(self, width: float = 2, height: float = 1, **kwargs) -> None:
super().__init__(**kwargs)
self.stretch_to_fit_width(width)
self.stretch_to_fit_height(height)
class AnnularSector(Arc):
"""A sector of an annulus.
Parameters
----------
inner_radius
The inside radius of the Annular Sector.
outer_radius
The outside radius of the Annular Sector.
angle
The clockwise angle of the Annular Sector.
start_angle
The starting clockwise angle of the Annular Sector.
fill_opacity
The opacity of the color filled in the Annular Sector.
stroke_width
The stroke width of the Annular Sector.
color
The color filled into the Annular Sector.
Examples
--------
.. manim:: AnnularSectorExample
:save_last_frame:
class AnnularSectorExample(Scene):
def construct(self):
# Changes background color to clearly visualize changes in fill_opacity.
self.camera.background_color = WHITE
# The default parameter start_angle is 0, so the AnnularSector starts from the +x-axis.
s1 = AnnularSector(color=YELLOW).move_to(2 * UL)
# Different inner_radius and outer_radius than the default.
s2 = AnnularSector(inner_radius=1.5, outer_radius=2, angle=45 * DEGREES, color=RED).move_to(2 * UR)
# fill_opacity is typically a number > 0 and <= 1. If fill_opacity=0, the AnnularSector is transparent.
s3 = AnnularSector(inner_radius=1, outer_radius=1.5, angle=PI, fill_opacity=0.25, color=BLUE).move_to(2 * DL)
# With a negative value for the angle, the AnnularSector is drawn clockwise from the start value.
s4 = AnnularSector(inner_radius=1, outer_radius=1.5, angle=-3 * PI / 2, color=GREEN).move_to(2 * DR)
self.add(s1, s2, s3, s4)
"""
def __init__(
self,
inner_radius: float = 1,
outer_radius: float = 2,
angle: float = TAU / 4,
start_angle: float = 0,
fill_opacity: float = 1,
stroke_width: float = 0,
color: ParsableManimColor = WHITE,
**kwargs,
) -> None:
self.inner_radius = inner_radius
self.outer_radius = outer_radius
super().__init__(
start_angle=start_angle,
angle=angle,
fill_opacity=fill_opacity,
stroke_width=stroke_width,
color=color,
**kwargs,
)
def generate_points(self) -> None:
inner_arc, outer_arc = (
Arc(
start_angle=self.start_angle,
angle=self.angle,
radius=radius,
arc_center=self.arc_center,
)
for radius in (self.inner_radius, self.outer_radius)
)
outer_arc.reverse_points()
self.append_points(inner_arc.points)
self.add_line_to(outer_arc.points[0])
self.append_points(outer_arc.points)
self.add_line_to(inner_arc.points[0])
init_points = generate_points
class Sector(AnnularSector):
"""A sector of a circle.
Examples
--------
.. manim:: ExampleSector
:save_last_frame:
class ExampleSector(Scene):
def construct(self):
sector = Sector(outer_radius=2, inner_radius=1)
sector2 = Sector(outer_radius=2.5, inner_radius=0.8).move_to([-3, 0, 0])
sector.set_color(RED)
sector2.set_color(PINK)
self.add(sector, sector2)
"""
def __init__(
self, outer_radius: float = 1, inner_radius: float = 0, **kwargs
) -> None:
super().__init__(inner_radius=inner_radius, outer_radius=outer_radius, **kwargs)
class Annulus(Circle):
"""Region between two concentric :class:`Circles <.Circle>`.
Parameters
----------
inner_radius
The radius of the inner :class:`Circle`.
outer_radius
The radius of the outer :class:`Circle`.
kwargs
Additional arguments to be passed to :class:`Annulus`
Examples
--------
.. manim:: AnnulusExample
:save_last_frame:
class AnnulusExample(Scene):
def construct(self):
annulus_1 = Annulus(inner_radius=0.5, outer_radius=1).shift(UP)
annulus_2 = Annulus(inner_radius=0.3, outer_radius=0.6, color=RED).next_to(annulus_1, DOWN)
self.add(annulus_1, annulus_2)
"""
def __init__(
self,
inner_radius: float | None = 1,
outer_radius: float | None = 2,
fill_opacity: float = 1,
stroke_width: float = 0,
color: ParsableManimColor = WHITE,
mark_paths_closed: bool = False,
**kwargs,
) -> None:
self.mark_paths_closed = mark_paths_closed # is this even used?
self.inner_radius = inner_radius
self.outer_radius = outer_radius
super().__init__(
fill_opacity=fill_opacity, stroke_width=stroke_width, color=color, **kwargs
)
def generate_points(self) -> None:
self.radius = self.outer_radius
outer_circle = Circle(radius=self.outer_radius)
inner_circle = Circle(radius=self.inner_radius)
inner_circle.reverse_points()
self.append_points(outer_circle.points)
self.append_points(inner_circle.points)
self.shift(self.arc_center)
init_points = generate_points
class CubicBezier(VMobject, metaclass=ConvertToOpenGL):
"""A cubic Bézier curve.
Example
-------
.. manim:: BezierSplineExample
:save_last_frame:
class BezierSplineExample(Scene):
def construct(self):
p1 = np.array([-3, 1, 0])
p1b = p1 + [1, 0, 0]
d1 = Dot(point=p1).set_color(BLUE)
l1 = Line(p1, p1b)
p2 = np.array([3, -1, 0])
p2b = p2 - [1, 0, 0]
d2 = Dot(point=p2).set_color(RED)
l2 = Line(p2, p2b)
bezier = CubicBezier(p1b, p1b + 3 * RIGHT, p2b - 3 * RIGHT, p2b)
self.add(l1, d1, l2, d2, bezier)
"""
def __init__(
self,
start_anchor: CubicBezierPoints,
start_handle: CubicBezierPoints,
end_handle: CubicBezierPoints,
end_anchor: CubicBezierPoints,
**kwargs,
) -> None:
super().__init__(**kwargs)
self.add_cubic_bezier_curve(start_anchor, start_handle, end_handle, end_anchor)
class ArcPolygon(VMobject, metaclass=ConvertToOpenGL):
"""A generalized polygon allowing for points to be connected with arcs.
This version tries to stick close to the way :class:`Polygon` is used. Points
can be passed to it directly which are used to generate the according arcs
(using :class:`ArcBetweenPoints`). An angle or radius can be passed to it to
use across all arcs, but to configure arcs individually an ``arc_config`` list
has to be passed with the syntax explained below.
Parameters
----------
vertices
A list of vertices, start and end points for the arc segments.
angle
The angle used for constructing the arcs. If no other parameters
are set, this angle is used to construct all arcs.
radius
The circle radius used to construct the arcs. If specified,
overrides the specified ``angle``.
arc_config
When passing a ``dict``, its content will be passed as keyword
arguments to :class:`~.ArcBetweenPoints`. Otherwise, a list
of dictionaries containing values that are passed as keyword
arguments for every individual arc can be passed.
kwargs
Further keyword arguments that are passed to the constructor of
:class:`~.VMobject`.
Attributes
----------
arcs : :class:`list`
The arcs created from the input parameters::
>>> from manim import ArcPolygon
>>> ap = ArcPolygon([0, 0, 0], [2, 0, 0], [0, 2, 0])
>>> ap.arcs
[ArcBetweenPoints, ArcBetweenPoints, ArcBetweenPoints]
.. tip::
Two instances of :class:`ArcPolygon` can be transformed properly into one
another as well. Be advised that any arc initialized with ``angle=0``
will actually be a straight line, so if a straight section should seamlessly
transform into an arced section or vice versa, initialize the straight section
with a negligible angle instead (such as ``angle=0.0001``).
.. note::
There is an alternative version (:class:`ArcPolygonFromArcs`) that is instantiated
with pre-defined arcs.
See Also
--------
:class:`ArcPolygonFromArcs`
Examples
--------
.. manim:: SeveralArcPolygons
class SeveralArcPolygons(Scene):
def construct(self):
a = [0, 0, 0]
b = [2, 0, 0]
c = [0, 2, 0]
ap1 = ArcPolygon(a, b, c, radius=2)
ap2 = ArcPolygon(a, b, c, angle=45*DEGREES)
ap3 = ArcPolygon(a, b, c, arc_config={'radius': 1.7, 'color': RED})
ap4 = ArcPolygon(a, b, c, color=RED, fill_opacity=1,
arc_config=[{'radius': 1.7, 'color': RED},
{'angle': 20*DEGREES, 'color': BLUE},
{'radius': 1}])
ap_group = VGroup(ap1, ap2, ap3, ap4).arrange()
self.play(*[Create(ap) for ap in [ap1, ap2, ap3, ap4]])
self.wait()
For further examples see :class:`ArcPolygonFromArcs`.
"""
def __init__(
self,
*vertices: Point3D,
angle: float = PI / 4,
radius: float | None = None,
arc_config: list[dict] | None = None,
**kwargs,
) -> None:
n = len(vertices)
point_pairs = [(vertices[k], vertices[(k + 1) % n]) for k in range(n)]
if not arc_config:
if radius:
all_arc_configs = itertools.repeat({"radius": radius}, len(point_pairs))
else:
all_arc_configs = itertools.repeat({"angle": angle}, len(point_pairs))
elif isinstance(arc_config, dict):
all_arc_configs = itertools.repeat(arc_config, len(point_pairs))
else:
assert len(arc_config) == n
all_arc_configs = arc_config
arcs = [
ArcBetweenPoints(*pair, **conf)
for (pair, conf) in zip(point_pairs, all_arc_configs)
]
super().__init__(**kwargs)
# Adding the arcs like this makes ArcPolygon double as a VGroup.
# Also makes changes to the ArcPolygon, such as scaling, affect
# the arcs, so that their new values are usable.
self.add(*arcs)
for arc in arcs:
self.append_points(arc.points)
# This enables the use of ArcPolygon.arcs as a convenience
# because ArcPolygon[0] returns itself, not the first Arc.
self.arcs = arcs
class ArcPolygonFromArcs(VMobject, metaclass=ConvertToOpenGL):
"""A generalized polygon allowing for points to be connected with arcs.
This version takes in pre-defined arcs to generate the arcpolygon and introduces
little new syntax. However unlike :class:`Polygon` it can't be created with points
directly.
For proper appearance the passed arcs should connect seamlessly:
``[a,b][b,c][c,a]``
If there are any gaps between the arcs, those will be filled in
with straight lines, which can be used deliberately for any straight
sections. Arcs can also be passed as straight lines such as an arc
initialized with ``angle=0``.
Parameters
----------
arcs
These are the arcs from which the arcpolygon is assembled.
kwargs
Keyword arguments that are passed to the constructor of
:class:`~.VMobject`. Affects how the ArcPolygon itself is drawn,
but doesn't affect passed arcs.
Attributes
----------
arcs
The arcs used to initialize the ArcPolygonFromArcs::
>>> from manim import ArcPolygonFromArcs, Arc, ArcBetweenPoints
>>> ap = ArcPolygonFromArcs(Arc(), ArcBetweenPoints([1,0,0], [0,1,0]), Arc())
>>> ap.arcs
[Arc, ArcBetweenPoints, Arc]
.. tip::
Two instances of :class:`ArcPolygon` can be transformed properly into
one another as well. Be advised that any arc initialized with ``angle=0``
will actually be a straight line, so if a straight section should seamlessly
transform into an arced section or vice versa, initialize the straight
section with a negligible angle instead (such as ``angle=0.0001``).
.. note::
There is an alternative version (:class:`ArcPolygon`) that can be instantiated
with points.
.. seealso::
:class:`ArcPolygon`
Examples
--------
One example of an arcpolygon is the Reuleaux triangle.
Instead of 3 straight lines connecting the outer points,
a Reuleaux triangle has 3 arcs connecting those points,
making a shape with constant width.
Passed arcs are stored as submobjects in the arcpolygon.
This means that the arcs are changed along with the arcpolygon,
for example when it's shifted, and these arcs can be manipulated
after the arcpolygon has been initialized.
Also both the arcs contained in an :class:`~.ArcPolygonFromArcs`, as well as the
arcpolygon itself are drawn, which affects draw time in :class:`~.Create`
for example. In most cases the arcs themselves don't
need to be drawn, in which case they can be passed as invisible.
.. manim:: ArcPolygonExample
class ArcPolygonExample(Scene):
def construct(self):
arc_conf = {"stroke_width": 0}
poly_conf = {"stroke_width": 10, "stroke_color": BLUE,
"fill_opacity": 1, "color": PURPLE}
a = [-1, 0, 0]
b = [1, 0, 0]
c = [0, np.sqrt(3), 0]
arc0 = ArcBetweenPoints(a, b, radius=2, **arc_conf)
arc1 = ArcBetweenPoints(b, c, radius=2, **arc_conf)
arc2 = ArcBetweenPoints(c, a, radius=2, **arc_conf)
reuleaux_tri = ArcPolygonFromArcs(arc0, arc1, arc2, **poly_conf)
self.play(FadeIn(reuleaux_tri))
self.wait(2)
The arcpolygon itself can also be hidden so that instead only the contained
arcs are drawn. This can be used to easily debug arcs or to highlight them.
.. manim:: ArcPolygonExample2
class ArcPolygonExample2(Scene):
def construct(self):
arc_conf = {"stroke_width": 3, "stroke_color": BLUE,
"fill_opacity": 0.5, "color": GREEN}
poly_conf = {"color": None}
a = [-1, 0, 0]
b = [1, 0, 0]
c = [0, np.sqrt(3), 0]
arc0 = ArcBetweenPoints(a, b, radius=2, **arc_conf)
arc1 = ArcBetweenPoints(b, c, radius=2, **arc_conf)
arc2 = ArcBetweenPoints(c, a, radius=2, stroke_color=RED)
reuleaux_tri = ArcPolygonFromArcs(arc0, arc1, arc2, **poly_conf)
self.play(FadeIn(reuleaux_tri))
self.wait(2)
"""
def __init__(self, *arcs: Arc | ArcBetweenPoints, **kwargs) -> None:
if not all(isinstance(m, (Arc, ArcBetweenPoints)) for m in arcs):
raise ValueError(
"All ArcPolygon submobjects must be of type Arc/ArcBetweenPoints",
)
super().__init__(**kwargs)
# Adding the arcs like this makes ArcPolygonFromArcs double as a VGroup.
# Also makes changes to the ArcPolygonFromArcs, such as scaling, affect
# the arcs, so that their new values are usable.
self.add(*arcs)
# This enables the use of ArcPolygonFromArcs.arcs as a convenience
# because ArcPolygonFromArcs[0] returns itself, not the first Arc.
self.arcs = [*arcs]
from .line import Line
for arc1, arc2 in adjacent_pairs(arcs):
self.append_points(arc1.points)
line = Line(arc1.get_end(), arc2.get_start())
len_ratio = line.get_length() / arc1.get_arc_length()
if np.isnan(len_ratio) or np.isinf(len_ratio):
continue
line.insert_n_curves(int(arc1.get_num_curves() * len_ratio))
self.append_points(line.points)
|
manim_ManimCommunity/manim/mobject/geometry/boolean_ops.py
|
"""Boolean operations for two-dimensional mobjects."""
from __future__ import annotations
from typing import TYPE_CHECKING
import numpy as np
from pathops import Path as SkiaPath
from pathops import PathVerb, difference, intersection, union, xor
from manim import config
from manim.mobject.opengl.opengl_compatibility import ConvertToOpenGL
from manim.mobject.types.vectorized_mobject import VMobject
if TYPE_CHECKING:
from manim.typing import Point2D_Array, Point3D_Array
from ...constants import RendererType
__all__ = ["Union", "Intersection", "Difference", "Exclusion"]
class _BooleanOps(VMobject, metaclass=ConvertToOpenGL):
"""This class contains some helper functions which
helps to convert to and from skia objects and manim
objects (:class:`~.VMobject`).
"""
def _convert_2d_to_3d_array(
self,
points: Point2D_Array,
z_dim: float = 0.0,
) -> Point3D_Array:
"""Converts an iterable with coordinates in 2D to 3D by adding
:attr:`z_dim` as the Z coordinate.
Parameters
----------
points:
An iterable of points.
z_dim:
Default value for the Z coordinate.
Returns
-------
Point3D_Array
A list of the points converted to 3D.
Example
-------
>>> a = _BooleanOps()
>>> p = [(1, 2), (3, 4)]
>>> a._convert_2d_to_3d_array(p)
[array([1., 2., 0.]), array([3., 4., 0.])]
"""
points = list(points)
for i, point in enumerate(points):
if len(point) == 2:
points[i] = np.array(list(point) + [z_dim])
return points
def _convert_vmobject_to_skia_path(self, vmobject: VMobject) -> SkiaPath:
"""Converts a :class:`~.VMobject` to SkiaPath. This method only works for
cairo renderer because it treats the points as Cubic beizer curves.
Parameters
----------
vmobject:
The :class:`~.VMobject` to convert from.
Returns
-------
SkiaPath
The converted path.
"""
path = SkiaPath()
if not np.all(np.isfinite(vmobject.points)):
points = np.zeros((1, 3)) # point invalid?
else:
points = vmobject.points
if len(points) == 0: # what? No points so return empty path
return path
# In OpenGL it's quadratic beizer curves while on Cairo it's cubic...
if config.renderer == RendererType.OPENGL:
subpaths = vmobject.get_subpaths_from_points(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_equals(subpath[0], subpath[-1]):
path.close()
elif config.renderer == RendererType.CAIRO:
subpaths = vmobject.gen_subpaths_from_points_2d(points)
for subpath in subpaths:
quads = vmobject.gen_cubic_bezier_tuples_from_points(subpath)
start = subpath[0]
path.moveTo(*start[:2])
for p0, p1, p2, p3 in quads:
path.cubicTo(*p1[:2], *p2[:2], *p3[:2])
if vmobject.consider_points_equals_2d(subpath[0], subpath[-1]):
path.close()
return path
def _convert_skia_path_to_vmobject(self, path: SkiaPath) -> VMobject:
"""Converts SkiaPath back to VMobject.
Parameters
----------
path:
The SkiaPath to convert.
Returns
-------
VMobject:
The converted VMobject.
"""
vmobject = self
current_path_start = np.array([0, 0, 0])
for path_verb, points in path:
if path_verb == PathVerb.MOVE:
parts = self._convert_2d_to_3d_array(points)
for part in parts:
current_path_start = part
vmobject.start_new_path(part)
# vmobject.move_to(*part)
elif path_verb == PathVerb.CUBIC:
n1, n2, n3 = self._convert_2d_to_3d_array(points)
vmobject.add_cubic_bezier_curve_to(n1, n2, n3)
elif path_verb == PathVerb.LINE:
parts = self._convert_2d_to_3d_array(points)
vmobject.add_line_to(parts[0])
elif path_verb == PathVerb.CLOSE:
vmobject.add_line_to(current_path_start)
elif path_verb == PathVerb.QUAD:
n1, n2 = self._convert_2d_to_3d_array(points)
vmobject.add_quadratic_bezier_curve_to(n1, n2)
else:
raise Exception("Unsupported: %s" % path_verb)
return vmobject
class Union(_BooleanOps):
"""Union of two or more :class:`~.VMobject` s. This returns the common region of
the :class:`~VMobject` s.
Parameters
----------
vmobjects
The :class:`~.VMobject` s to find the union of.
Raises
------
ValueError
If less than 2 :class:`~.VMobject` s are passed.
Example
-------
.. manim:: UnionExample
:save_last_frame:
class UnionExample(Scene):
def construct(self):
sq = Square(color=RED, fill_opacity=1)
sq.move_to([-2, 0, 0])
cr = Circle(color=BLUE, fill_opacity=1)
cr.move_to([-1.3, 0.7, 0])
un = Union(sq, cr, color=GREEN, fill_opacity=1)
un.move_to([1.5, 0.3, 0])
self.add(sq, cr, un)
"""
def __init__(self, *vmobjects: VMobject, **kwargs) -> None:
if len(vmobjects) < 2:
raise ValueError("At least 2 mobjects needed for Union.")
super().__init__(**kwargs)
paths = []
for vmobject in vmobjects:
paths.append(self._convert_vmobject_to_skia_path(vmobject))
outpen = SkiaPath()
union(paths, outpen.getPen())
self._convert_skia_path_to_vmobject(outpen)
class Difference(_BooleanOps):
"""Subtracts one :class:`~.VMobject` from another one.
Parameters
----------
subject
The 1st :class:`~.VMobject`.
clip
The 2nd :class:`~.VMobject`
Example
-------
.. manim:: DifferenceExample
:save_last_frame:
class DifferenceExample(Scene):
def construct(self):
sq = Square(color=RED, fill_opacity=1)
sq.move_to([-2, 0, 0])
cr = Circle(color=BLUE, fill_opacity=1)
cr.move_to([-1.3, 0.7, 0])
un = Difference(sq, cr, color=GREEN, fill_opacity=1)
un.move_to([1.5, 0, 0])
self.add(sq, cr, un)
"""
def __init__(self, subject: VMobject, clip: VMobject, **kwargs) -> None:
super().__init__(**kwargs)
outpen = SkiaPath()
difference(
[self._convert_vmobject_to_skia_path(subject)],
[self._convert_vmobject_to_skia_path(clip)],
outpen.getPen(),
)
self._convert_skia_path_to_vmobject(outpen)
class Intersection(_BooleanOps):
"""Find the intersection of two :class:`~.VMobject` s.
This keeps the parts covered by both :class:`~.VMobject` s.
Parameters
----------
vmobjects
The :class:`~.VMobject` to find the intersection.
Raises
------
ValueError
If less the 2 :class:`~.VMobject` are passed.
Example
-------
.. manim:: IntersectionExample
:save_last_frame:
class IntersectionExample(Scene):
def construct(self):
sq = Square(color=RED, fill_opacity=1)
sq.move_to([-2, 0, 0])
cr = Circle(color=BLUE, fill_opacity=1)
cr.move_to([-1.3, 0.7, 0])
un = Intersection(sq, cr, color=GREEN, fill_opacity=1)
un.move_to([1.5, 0, 0])
self.add(sq, cr, un)
"""
def __init__(self, *vmobjects: VMobject, **kwargs) -> None:
if len(vmobjects) < 2:
raise ValueError("At least 2 mobjects needed for Intersection.")
super().__init__(**kwargs)
outpen = SkiaPath()
intersection(
[self._convert_vmobject_to_skia_path(vmobjects[0])],
[self._convert_vmobject_to_skia_path(vmobjects[1])],
outpen.getPen(),
)
new_outpen = outpen
for _i in range(2, len(vmobjects)):
new_outpen = SkiaPath()
intersection(
[outpen],
[self._convert_vmobject_to_skia_path(vmobjects[_i])],
new_outpen.getPen(),
)
outpen = new_outpen
self._convert_skia_path_to_vmobject(outpen)
class Exclusion(_BooleanOps):
"""Find the XOR between two :class:`~.VMobject`.
This creates a new :class:`~.VMobject` consisting of the region
covered by exactly one of them.
Parameters
----------
subject
The 1st :class:`~.VMobject`.
clip
The 2nd :class:`~.VMobject`
Example
-------
.. manim:: IntersectionExample
:save_last_frame:
class IntersectionExample(Scene):
def construct(self):
sq = Square(color=RED, fill_opacity=1)
sq.move_to([-2, 0, 0])
cr = Circle(color=BLUE, fill_opacity=1)
cr.move_to([-1.3, 0.7, 0])
un = Exclusion(sq, cr, color=GREEN, fill_opacity=1)
un.move_to([1.5, 0.4, 0])
self.add(sq, cr, un)
"""
def __init__(self, subject: VMobject, clip: VMobject, **kwargs) -> None:
super().__init__(**kwargs)
outpen = SkiaPath()
xor(
[self._convert_vmobject_to_skia_path(subject)],
[self._convert_vmobject_to_skia_path(clip)],
outpen.getPen(),
)
self._convert_skia_path_to_vmobject(outpen)
|
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