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from __future__ import annotations
from typing import Any, cast
import numpy as np
from typing_extensions import Self
from manim.constants import *
from manim.mobject.mobject import Mobject
from manim.mobject.opengl.opengl_vectorized_mobject import (
OpenGLDashedVMobject,
OpenGLMobject,
OpenGLVGroup,
OpenGLVMobject,
)
from manim.typing import (
Point3D,
Point3D_Array,
Point3DLike,
QuadraticSpline,
Vector2DLike,
Vector3D,
Vector3DLike,
)
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_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: float = DEFAULT_ARROW_TIP_LENGTH,
normal_vector: Vector3DLike = OUT,
tip_config: dict[str, Any] = {},
**kwargs: Any,
):
self.tip_length = tip_length
self.normal_vector = normal_vector
self.tip_config = tip_config
super().__init__(**kwargs)
def add_tip(self, at_start: bool = False, **kwargs: Any) -> Self:
"""
Adds a tip to the TipableVMobject instance, recognising
that the endpoints might need to be switched if it's
a 'starting tip' or not.
"""
tip = self.create_tip(at_start, **kwargs)
self.reset_endpoints_based_on_tip(tip, at_start)
self.asign_tip_attr(tip, at_start)
self.add(tip)
return self
def create_tip(self, at_start: bool = False, **kwargs: Any) -> OpenGLArrowTip:
"""
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: Any) -> OpenGLArrowTip:
"""
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: OpenGLArrowTip, at_start: bool = False
) -> OpenGLArrowTip:
# 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: OpenGLArrowTip, at_start: bool) -> Self:
if self.get_length() == 0:
# Zero length, put_start_and_end_on wouldn't
# work
return self
if at_start:
start = tip.get_base()
end = self.get_end()
else:
start = self.get_start()
end = tip.get_base()
self.put_start_and_end_on(start, end)
return self
def asign_tip_attr(self, tip: OpenGLArrowTip, 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) -> OpenGLVGroup:
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) -> OpenGLVGroup:
"""
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) -> OpenGLArrowTip:
"""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:
rv = cast(OpenGLArrowTip, tips[0])
return rv
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) -> float:
start, end = self.get_start_and_end()
rv: float = np.linalg.norm(start - end)
return rv
class OpenGLArc(OpenGLTipableVMobject):
def __init__(
self,
start_angle: float = 0,
angle: float = TAU / 4,
radius: float = 1.0,
n_components: int = 8,
arc_center: Point3DLike = ORIGIN,
**kwargs: Any,
):
self.start_angle = start_angle
self.angle = angle
self.radius = radius
self.n_components = n_components
self.arc_center = arc_center
super().__init__(**kwargs)
self.orientation = -1
def init_points(self) -> None:
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: float, start_angle: float = 0, n_components: int = 8
) -> QuadraticSpline:
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) -> Point3D:
"""
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) -> float:
angle = angle_of_vector(self.get_start() - self.get_arc_center())
rv: float = angle % TAU
return rv
def get_stop_angle(self) -> float:
angle = angle_of_vector(self.get_end() - self.get_arc_center())
rv: float = angle % TAU
return rv
def move_arc_center_to(self, point: Point3DLike) -> Self:
self.shift(point - self.get_arc_center())
return self
class OpenGLArcBetweenPoints(OpenGLArc):
def __init__(
self,
start: Point3DLike,
end: Point3DLike,
angle: float = TAU / 4,
**kwargs: Any,
):
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: Point3DLike, end_point: Point3DLike, **kwargs: Any):
super().__init__(start_point, end_point, **kwargs)
self.add_tip()
class OpenGLCurvedDoubleArrow(OpenGLCurvedArrow):
def __init__(self, start_point: Point3DLike, end_point: Point3DLike, **kwargs: Any):
super().__init__(start_point, end_point, **kwargs)
self.add_tip(at_start=True)
class OpenGLCircle(OpenGLArc):
def __init__(self, color: ParsableManimColor = RED, **kwargs: Any):
super().__init__(0, TAU, color=color, **kwargs)
def surround(
self,
mobject: OpenGLMobject,
dim_to_match: int = 0,
stretch: bool = False,
buff: float = MED_SMALL_BUFF,
) -> Self:
# 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)
return self
def point_at_angle(self, angle: float) -> Point3D:
start_angle = self.get_start_angle()
return self.point_from_proportion((angle - start_angle) / TAU)
class OpenGLDot(OpenGLCircle):
def __init__(
self,
point: Point3DLike = ORIGIN,
radius: float = DEFAULT_DOT_RADIUS,
stroke_width: float = 0,
fill_opacity: float = 1.0,
color: ParsableManimColor = WHITE,
**kwargs: Any,
):
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: float = 2, height: float = 1, **kwargs: Any):
super().__init__(**kwargs)
self.set_width(width, stretch=True)
self.set_height(height, stretch=True)
class OpenGLAnnularSector(OpenGLArc):
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: Any,
):
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) -> None:
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: float = 1, inner_radius: float = 0, **kwargs: Any):
super().__init__(inner_radius=inner_radius, outer_radius=outer_radius, **kwargs)
class OpenGLAnnulus(OpenGLCircle):
def __init__(
self,
inner_radius: float = 1,
outer_radius: float = 2,
fill_opacity: float = 1,
stroke_width: float = 0,
color: ParsableManimColor = WHITE,
mark_paths_closed: bool = False,
**kwargs: Any,
):
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) -> None:
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: Point3DLike = LEFT,
end: Point3DLike = RIGHT,
buff: float = 0,
path_arc: float = 0,
**kwargs: Any,
):
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) -> None:
self.set_points_by_ends(self.start, self.end, self.buff, self.path_arc)
def set_points_by_ends(
self, start: Point3DLike, end: Point3DLike, buff: float = 0, path_arc: float = 0
) -> None:
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: float) -> None:
self.path_arc = new_value
self.init_points()
def account_for_buff(self, buff: float) -> Self:
if buff == 0:
return self
#
length = self.get_length() if self.path_arc == 0 else self.get_arc_length()
#
if length < 2 * buff:
return self
buff_prop = buff / length
self.pointwise_become_partial(self, buff_prop, 1 - buff_prop)
return self
def set_start_and_end_attrs(
self, start: Mobject | Point3DLike, end: Mobject | Point3DLike
) -> 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.buff * vect
self.end = self.pointify(end, -vect) - self.buff * vect
def pointify(
self, mob_or_point: Mobject | Point3DLike, direction: Vector3DLike = None
) -> Point3D:
"""
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: Point3DLike, end: Point3DLike) -> Self:
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) -> 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: Point3DLike) -> Point3D:
"""Return projection of a point onto the line"""
unit_vect = self.get_unit_vector()
start = self.get_start()
return start + np.dot(point - start, unit_vect) * unit_vect
def get_slope(self) -> float:
rv: float = np.tan(self.get_angle())
return rv
def set_angle(self, angle: float, about_point: Point3DLike | 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) -> None:
self.scale(length / self.get_length())
class OpenGLDashedLine(OpenGLLine):
def __init__(
self,
*args: Any,
dash_length: float = DEFAULT_DASH_LENGTH,
dashed_ratio: float = 0.5,
**kwargs: Any,
):
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: float) -> int:
return max(
2,
int(np.ceil((self.get_length() / self.dash_length) * dashed_ratio)),
)
def get_start(self) -> Point3D:
if len(self.submobjects) > 0:
return self.submobjects[0].get_start()
else:
return super().get_start()
def get_end(self) -> Point3D:
if len(self.submobjects) > 0:
return self.submobjects[-1].get_end()
else:
return super().get_end()
def get_first_handle(self) -> Point3D:
return self.submobjects[0].points[1]
def get_last_handle(self) -> Point3D:
return self.submobjects[-1].points[-2]
class OpenGLTangentLine(OpenGLLine):
def __init__(
self,
vmob: OpenGLVMobject,
alpha: float,
length: float = 1,
d_alpha: float = 1e-6,
**kwargs: Any,
):
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: float = 0.2, angle: float = 0, **kwargs: Any):
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: Point3DLike = LEFT,
end: Point3DLike = RIGHT,
path_arc: float = 0,
fill_color: ParsableManimColor = GREY_A,
fill_opacity: float = 1,
stroke_width: float = 0,
buff: float = MED_SMALL_BUFF,
thickness: float = 0.05,
tip_width_ratio: float = 5,
tip_angle: float = PI / 3,
max_tip_length_to_length_ratio: float = 0.5,
max_width_to_length_ratio: float = 0.1,
**kwargs: Any,
):
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: Point3DLike, end: Point3DLike, buff: float = 0, path_arc: float = 0
) -> None:
# Find the right tip length and thickness
vect = np.asarray(end) - np.asarray(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:
self.set_points_by_ends(
self.get_start(),
self.get_end(),
path_arc=self.path_arc,
)
return self
def get_start(self) -> Point3D:
nppc = self.n_points_per_curve
points = self.points
return (points[0] + points[-nppc]) / 2
def get_end(self) -> Point3D:
return self.points[self.tip_index]
def put_start_and_end_on(self, start: Point3DLike, end: Point3DLike) -> Self:
self.set_points_by_ends(start, end, buff=0, path_arc=self.path_arc)
return self
def scale(self, *args: Any, **kwargs: Any) -> Self:
super().scale(*args, **kwargs)
self.reset_points_around_ends()
return self
def set_thickness(self, thickness: float) -> Self:
self.thickness = thickness
self.reset_points_around_ends()
return self
def set_path_arc(self, path_arc: float) -> None:
self.path_arc = path_arc
self.reset_points_around_ends()
# return self
class OpenGLVector(OpenGLArrow):
def __init__(
self,
direction: Vector2DLike | Vector3DLike = RIGHT,
buff: float = 0,
**kwargs: Any,
):
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: Any, **kwargs: Any):
super().__init__(*args, **kwargs)
self.add_tip(at_start=True)
class OpenGLCubicBezier(OpenGLVMobject):
def __init__(
self,
a0: Point3DLike,
h0: Point3DLike,
h1: Point3DLike,
a1: Point3DLike,
**kwargs: Any,
):
super().__init__(**kwargs)
self.add_cubic_bezier_curve(a0, h0, h1, a1)
class OpenGLPolygon(OpenGLVMobject):
def __init__(self, *vertices: Point3DLike, **kwargs: Any):
self.vertices: Point3D_Array = np.array(vertices)
super().__init__(**kwargs)
def init_points(self) -> None:
verts = self.vertices
self.set_points_as_corners([*verts, verts[0]])
def get_vertices(self) -> Point3D_Array:
return self.get_start_anchors()
def round_corners(self, radius: float = 0.5) -> Self:
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: int = 6, start_angle: float | None = None, **kwargs: Any):
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: Any):
super().__init__(n=3, **kwargs)
class OpenGLArrowTip(OpenGLTriangle):
def __init__(
self,
fill_opacity: float = 1,
fill_color: ParsableManimColor = WHITE,
stroke_width: float = 0,
width: float = DEFAULT_ARROW_TIP_WIDTH,
length: float = DEFAULT_ARROW_TIP_LENGTH,
angle: float = 0,
**kwargs: Any,
):
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) -> Point3D:
return self.point_from_proportion(0.5)
def get_tip_point(self) -> Point3D:
return self.points[0]
def get_vector(self) -> Vector3D:
return self.get_tip_point() - self.get_base()
def get_angle(self) -> float:
return angle_of_vector(self.get_vector())
def get_length(self) -> float:
rv: float = np.linalg.norm(self.get_vector())
return rv
class OpenGLRectangle(OpenGLPolygon):
def __init__(
self,
color: ParsableManimColor = WHITE,
width: float = 4.0,
height: float = 2.0,
**kwargs: Any,
):
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: float = 2.0, **kwargs: Any):
self.side_length = side_length
super().__init__(height=side_length, width=side_length, **kwargs)
class OpenGLRoundedRectangle(OpenGLRectangle):
def __init__(self, corner_radius: float = 0.5, **kwargs: Any):
self.corner_radius = corner_radius
super().__init__(**kwargs)
self.round_corners(self.corner_radius)