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from __future__ import annotations
import copy
import inspect
import itertools as it
import random
import sys
import types
from collections.abc import Callable, Iterable, Iterator, Sequence
from functools import partialmethod, wraps
from math import ceil
from typing import TYPE_CHECKING, Any, ClassVar, Protocol, TypeVar, cast
import moderngl
import numpy as np
import numpy.typing as npt
from typing_extensions import (
Never,
Self,
TypeAlias,
overload,
override,
)
from manim import config, logger
from manim.constants import *
from manim.data_structures import MethodWithArgs
from manim.renderer.shader_wrapper import get_colormap_code
from manim.typing import (
Point3D,
Point3D_Array,
Point3DLike,
Point3DLike_Array,
)
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,
)
if TYPE_CHECKING:
from manim.animation.animation import Animation
from manim.renderer.shader_wrapper import ShaderWrapper
from manim.typing import (
FloatRGB_Array,
FloatRGBA_Array,
ManimFloat,
MappingFunction,
MatrixMN,
MultiMappingFunction,
PathFuncType,
Vector3D,
Vector3DLike,
)
_TimeBasedUpdater: TypeAlias = Callable[["OpenGLMobject", float], object]
_NonTimeBasedUpdater: TypeAlias = Callable[["OpenGLMobject"], object]
_Updater: TypeAlias = _NonTimeBasedUpdater | _TimeBasedUpdater
_T = TypeVar("_T")
_T_np = TypeVar("_T_np", bound=np.generic)
def affects_shader_info_id(
func: Callable[[OpenGLMobject], OpenGLMobject],
) -> Callable[[OpenGLMobject], OpenGLMobject]:
@wraps(func)
def wrapper(self: OpenGLMobject) -> OpenGLMobject:
for mob in self.get_family():
func(mob)
mob.refresh_shader_wrapper_id()
return self
return wrapper
__all__ = ["OpenGLMobject", "OpenGLGroup", "OpenGLPoint", "_AnimationBuilder"]
_ShaderDType: TypeAlias = np.void
"""The dtype for NumPy arrays representing shader data. It's a structured dtype with signature `(point, np.float32, (3,))`."""
_ShaderData: TypeAlias = npt.NDArray[_ShaderDType]
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`
"""
_original__init__: ClassVar[Callable[..., None]]
shader_dtype: ClassVar[Sequence[tuple[str, type[np.generic], tuple[int, ...]]]] = [
("point", np.float32, (3,)),
]
shader_folder: ClassVar[str] = ""
# _Data and _Uniforms are set as class variables to tell manim how to handle setting/getting these attributes later.
points: _Data[Point3D_Array] = _Data()
bounding_box: _Data[Point3D_Array] = _Data()
rgbas: _Data[FloatRGBA_Array] = _Data()
is_fixed_in_frame: _Uniforms = _Uniforms()
is_fixed_orientation: _Uniforms = _Uniforms()
fixed_orientation_center: _Uniforms[tuple[float, float, float]] = (
_Uniforms()
) # for fixed orientation reference
gloss: _Uniforms = _Uniforms()
shadow: _Uniforms = _Uniforms()
def __init__(
self,
color: ParsableManimColor | Sequence[ParsableManimColor] = WHITE,
opacity: float = 1,
dim: int = 3, # TODO, get rid of this
# Lighting parameters
# Positive gloss up to 1 makes it reflect the light.
gloss: float = 0.0,
# Positive shadow up to 1 makes a side opposite the light darker
shadow: float = 0.0,
# For shaders
render_primitive: int = moderngl.TRIANGLES,
texture_paths: dict[str, str] | None = None,
depth_test: bool = False,
# If true, the mobject will not get rotated according to camera position
is_fixed_in_frame: bool = False,
is_fixed_orientation: bool = False,
# Must match in attributes of vert shader
# Event listener
listen_to_events: bool = False,
model_matrix: MatrixMN | None = None,
should_render: bool = True,
name: str | None = None,
**kwargs: Any,
):
self.name: str = self.__class__.__name__ if name is None else name
# getattr in case data/uniforms are already defined in parent classes.
self.data: dict[str, npt.NDArray[Any]] = getattr(self, "data", {})
self.uniforms: dict[str, float | tuple[float, ...]] = getattr(
self, "uniforms", {}
)
self.opacity: float | Iterable[float] = opacity
self.dim: int = 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: int = render_primitive
self.texture_paths: dict[str, str] | None = texture_paths
self.depth_test: bool = 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: bool = listen_to_events
self._submobjects: list[OpenGLMobject] = []
self.parents: list[OpenGLMobject] = []
self.parent: OpenGLMobject | None = None
self.family: list[OpenGLMobject] = [self]
self.locked_data_keys: set[str] = set()
self.needs_new_bounding_box: bool = True
if model_matrix is None:
self.model_matrix: MatrixMN = 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 | list[ManimColor] = ManimColor.parse(color)
self.init_colors()
self.shader_indices: Sequence[int] | None = None
if self.depth_test:
self.apply_depth_test()
self.should_render: bool = should_render
def _assert_valid_submobjects(self, submobjects: Iterable[OpenGLMobject]) -> Self:
"""Check that all submobjects are actually instances of
:class:`OpenGLMobject`, and that none of them is
``self`` (an :class:`OpenGLMobject` cannot contain itself).
This is an auxiliary function called when adding OpenGLMobjects to the
:attr:`submobjects` list.
This function is intended to be overridden by subclasses such as
:class:`OpenGLVMobject`, which should assert that only other
OpenGLVMobjects may be added into it.
Parameters
----------
submobjects
The list containing values to validate.
Returns
-------
:class:`OpenGLMobject`
The OpenGLMobject itself.
Raises
------
TypeError
If any of the values in `submobjects` is not an
:class:`OpenGLMobject`.
ValueError
If there was an attempt to add an :class:`OpenGLMobject` as its own
submobject.
"""
return self._assert_valid_submobjects_internal(submobjects, OpenGLMobject)
def _assert_valid_submobjects_internal(
self, submobjects: Iterable[OpenGLMobject], mob_class: type[OpenGLMobject]
) -> Self:
for i, submob in enumerate(submobjects):
if not isinstance(submob, mob_class):
error_message = (
f"Only values of type {mob_class.__name__} can be added "
f"as submobjects of {type(self).__name__}, but the value "
f"{submob} (at index {i}) is of type "
f"{type(submob).__name__}."
)
# Intended for subclasses such as OpenGLVMobject, which
# cannot have regular OpenGLMobjects as submobjects
if isinstance(submob, OpenGLMobject):
error_message += (
" You can try adding this value into a Group instead."
)
raise TypeError(error_message)
if submob is self:
raise ValueError(
f"Cannot add {type(self).__name__} as a submobject of "
f"itself (at index {i})."
)
return self
@classmethod
def __init_subclass__(cls, **kwargs: Any) -> None:
super().__init_subclass__(**kwargs)
cls._original__init__ = cls.__init__
@override
def __str__(self) -> str:
return self.__class__.__name__
@override
def __repr__(self) -> str:
return str(self.name)
def __sub__(self, other: Never) -> object:
return NotImplemented
def __isub__(self, other: Never) -> object:
return NotImplemented
def __add__(self, mobject: Never) -> object:
return NotImplemented
def __iadd__(self, mobject: Never) -> object:
return NotImplemented
@classmethod
def set_default(cls, **kwargs: Any) -> 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:
# Apparently mypy does not correctly understand `partialmethod`:
# see https://github.com/python/mypy/issues/8619
cls.__init__ = partialmethod(cls.__init__, **kwargs) # type: ignore[assignment]
else:
cls.__init__ = cls._original__init__
def init_data(self) -> None:
"""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) -> None:
"""Initializes the colors.
Gets called upon creation
"""
self.set_color(self.color, self.opacity)
def init_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.
"""
# Typically implemented in subclass, unless purposefully left blank
pass
def set(self, **kwargs: object) -> Self:
"""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: dict[str, Any]) -> Self:
for key in data:
self.data[key] = data[key].copy()
return self
def set_uniforms(self, uniforms: dict[str, Any]) -> Self:
for key in uniforms:
self.uniforms[key] = uniforms[key] # Copy?
return self
@property
def animate(self) -> _AnimationBuilder | 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) -> 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)
# Only these methods should directly affect points
@width.setter
def width(self, value: float) -> None:
self.rescale_to_fit(value, 0, stretch=False)
@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) -> None:
self.rescale_to_fit(value, 1, stretch=False)
@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) -> None:
self.rescale_to_fit(value, 2, stretch=False)
def resize_points(
self,
new_length: int,
resize_func: Callable[[Point3D_Array, int], Point3D_Array] = resize_array,
) -> Self:
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: Point3DLike_Array) -> Self:
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: Callable[[npt.NDArray[_T_np]], npt.NDArray[_T_np]]
) -> Self:
for attr in self.get_array_attrs():
setattr(self, attr, func(getattr(self, attr)))
return self
def get_array_attrs(self) -> Iterable[str]:
return ["points"]
def append_points(self, new_points: Point3DLike_Array) -> Self:
self.points = np.vstack([self.points, new_points])
self.refresh_bounding_box()
return self
def reverse_points(self) -> 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) -> Point3D:
"""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)
# TODO: name is inconsistent with Mobject.apply_points_function_about_point()
def apply_points_function(
self,
func: MultiMappingFunction,
about_point: Point3DLike | None = None,
about_edge: Vector3DLike | None = ORIGIN,
works_on_bounding_box: bool = False,
) -> Self:
if about_point is None and about_edge is not None:
about_point = self.get_bounding_box_point(about_edge)
for mob in self.get_family():
arrs: list[Point3D_Array] = []
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: OpenGLMobject) -> Self:
"""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)
return self
def clear_points(self) -> Self:
self.points = np.empty((0, 3))
return self
def get_num_points(self) -> int:
return len(self.points)
def get_all_points(self) -> Point3D_Array:
if self.submobjects:
return np.vstack([sm.points for sm in self.get_family()])
else:
return self.points
def has_points(self) -> bool:
return self.get_num_points() > 0
def get_bounding_box(self) -> Point3D_Array:
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) -> Point3D_Array:
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: bool = False, recurse_up: bool = True
) -> Self:
for mob in self.get_family(recurse_down):
mob.needs_new_bounding_box = True
if recurse_up:
for parent in self.parents:
parent.refresh_bounding_box()
return self
def is_point_touching(
self, point: Point3DLike, buff: float = MED_SMALL_BUFF
) -> bool:
bb = self.get_bounding_box()
mins = bb[0] - buff
maxs = bb[2] + buff
rv: bool = (point >= mins).all() and (point <= maxs).all()
return rv
# Family matters
def __getitem__(self, value: int | slice) -> OpenGLMobject:
if isinstance(value, slice):
GroupClass = self.get_group_class()
return GroupClass(*self.split().__getitem__(value))
return self.split().__getitem__(value)
def __iter__(self) -> Iterator[OpenGLMobject]:
return iter(self.split())
def __len__(self) -> int:
return len(self.split())
def split(self) -> Sequence[OpenGLMobject]:
return self.submobjects
def assemble_family(self) -> 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: bool = True) -> Sequence[OpenGLMobject]:
if recurse and hasattr(self, "family"):
return self.family
else:
return [self]
def family_members_with_points(self) -> Sequence[OpenGLMobject]:
return [m for m in self.get_family() if m.has_points()]
def add(self, *mobjects: OpenGLMobject, update_parent: bool = False) -> 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:`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
Only OpenGLMobjects can be added::
>>> outer.add(3)
Traceback (most recent call last):
...
TypeError: Only values of type OpenGLMobject can be added as submobjects of OpenGLMobject, but the value 3 (at index 0) is of type int.
Adding an object to itself raises an error::
>>> outer.add(outer)
Traceback (most recent call last):
...
ValueError: Cannot add OpenGLMobject as a submobject of itself (at index 0).
"""
if update_parent:
assert len(mobjects) == 1, "Can't set multiple parents."
mobjects[0].parent = self
self._assert_valid_submobjects(mobjects)
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 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
) -> Self:
"""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
self._assert_valid_submobjects([mobject])
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) -> 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:`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) -> Self:
# 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._assert_valid_submobjects(mobjects)
self.submobjects = list_update(mobjects, self.submobjects)
return self
def replace_submobject(self, index: int, new_submob: OpenGLMobject) -> Self:
self._assert_valid_submobjects([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
# Submobject organization
def arrange(
self,
direction: Vector3DLike = RIGHT,
center: bool = True,
**kwargs: Any,
) -> Self:
"""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: Vector3DLike = ORIGIN,
row_alignments: str | None = None, # "ucd"
col_alignments: str | None = None, # "lcr"
row_heights: Sequence[float | None] | None = None,
col_widths: Sequence[float | None] | None = None,
flow_order: str = "rd",
**kwargs: Any,
) -> 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
-------
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: int | None,
alignments: str | None,
sizes: Sequence[float | None] | None,
name: str,
) -> int:
if num is not None:
return num
if alignments is not None:
return len(alignments)
if sizes is not None:
return len(sizes)
raise ValueError(
f"At least one of the following parameters: '{name}s', "
f"'{name}_alignments' or "
f"'{name}_{'widths' if name == 'col' else 'heights'}', "
"must not be None"
)
cols = init_size(cols, col_alignments, col_widths, "col")
rows = init_size(rows, row_alignments, row_heights, "row")
# 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(
str_alignments: str | None,
num: int,
mapping: dict[str, Vector3D],
name: str,
direction: Vector3D,
) -> Sequence[Vector3D]:
if str_alignments is None:
# Use cell_alignment as fallback
return [cast(Vector3D, cell_alignment * direction)] * num
if len(str_alignments) != num:
raise ValueError(f"{name}_alignments has a mismatching size.")
return [mapping[letter] for letter in str_alignments]
row_alignments_seq: Sequence[Vector3D] = init_alignments(
row_alignments,
rows,
{"u": UP, "c": ORIGIN, "d": DOWN},
"row",
RIGHT,
)
col_alignments_seq: Sequence[Vector3D] = init_alignments(
col_alignments,
cols,
{"l": LEFT, "c": ORIGIN, "r": RIGHT},
"col",
UP,
)
# Now row_alignments_seq[r] + col_alignment_seq[c] is the alignment in cell [r][c]
mapper: dict[str, Callable[[int, int], int]] = {
"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:
valid_flow_orders = ",".join([f'"{key}"' for key in mapper])
raise ValueError(
f"flow_order must be one of the following values: {valid_flow_orders}.",
)
flow_order_func = mapper[flow_order]
# Reverse row_alignments and row_heights. Necessary since the
# grid filling is handled bottom up for simplicity reasons.
if TYPE_CHECKING:
@overload
def reverse(maybe_list: None) -> None: ...
@overload
def reverse(maybe_list: Sequence[_T]) -> list[_T]: ...
@overload
def reverse(maybe_list: Sequence[_T] | None) -> list[_T] | None: ...
def reverse(maybe_list: Sequence[_T] | None) -> list[_T] | None:
if maybe_list is not None:
maybe_list = list(maybe_list)
maybe_list.reverse()
return maybe_list
return None
row_alignments_seq = reverse(row_alignments_seq)
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_func(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: Sequence[float | None] | None,
num: int,
measures: Sequence[float],
name: str,
) -> Sequence[float]:
if sizes is None:
sizes = [None] * num
if len(sizes) != num:
raise ValueError(f"{name} has a mismatching size.")
return [
size if (size := 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, 0.0
for r in range(rows):
x = 0.0
for c in range(cols):
if grid[r][c] is not placeholder:
alignment = row_alignments_seq[r] + col_alignments_seq[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: int,
n_cols: int,
height: float | None = None,
**kwargs: Any,
) -> OpenGLGroup:
"""
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) -> OpenGLGroup:
"""Returns an :class:`~.OpenGLGroup` containing ``n`` copies of the mobject."""
return self.get_group_class()(*[self.copy() for _ in range(n)])
def sort(
self,
point_to_num_func: Callable[[Point3DLike], float] = lambda p: p[0],
submob_func: Callable[[OpenGLMobject], Any] | None = None,
) -> Self:
"""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: bool = False) -> Self:
"""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: bool = False) -> Self:
"""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()
self.assemble_family()
return self
# Copying
def copy(self, shallow: bool = False) -> OpenGLMobject:
"""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) -> OpenGLMobject:
parents = self.parents
self.parents = []
result = copy.deepcopy(self)
self.parents = parents
return result
def generate_target(self, use_deepcopy: bool = False) -> OpenGLMobject:
self.target: OpenGLMobject | None = 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) -> Self:
"""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: OpenGLMobject | None = None
if use_deepcopy:
self.saved_state = self.deepcopy()
else:
self.saved_state = self.copy()
return self
def restore(self) -> Self:
"""Restores the state that was previously saved with :meth:`~.OpenGLMobject.save_state`."""
if not hasattr(self, "saved_state") or self.saved_state is None:
raise Exception("Trying to restore without having saved")
self.become(self.saved_state)
return self
# Updating
def init_updaters(self) -> None:
self.time_based_updaters: list["_TimeBasedUpdater"] = [] # noqa: UP037
self.non_time_updaters: list["_NonTimeBasedUpdater"] = [] # noqa: UP037
self.has_updaters: bool = False
self.updating_suspended: bool = False
def update(self, dt: float = 0, recurse: bool = True) -> Self:
if not self.has_updaters or self.updating_suspended:
return self
for time_based_updater in self.time_based_updaters:
time_based_updater(self, dt)
for non_time_updater in self.non_time_updaters:
non_time_updater(self)
if recurse:
for submob in self.submobjects:
submob.update(dt, recurse)
return self
def get_time_based_updaters(self) -> Sequence[_TimeBasedUpdater]:
return self.time_based_updaters
def has_time_based_updater(self) -> bool:
return len(self.time_based_updaters) > 0
def get_updaters(self) -> Sequence[_Updater]:
return cast("list[_Updater]", self.time_based_updaters) + cast(
"list[_Updater]", self.non_time_updaters
)
def get_family_updaters(self) -> Sequence[_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:
updater_list: list[_TimeBasedUpdater] | list[_NonTimeBasedUpdater]
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:
cast("list[_Updater]", updater_list).append(update_function)
else:
cast("list[_Updater]", updater_list).insert(index, update_function)
self.refresh_has_updater_status()
if call_updater:
self.update()
return self
def remove_updater(self, update_function: _Updater) -> Self:
for updater_list in [self.time_based_updaters, self.non_time_updaters]:
updater_list = cast("list[_Updater]", updater_list)
while update_function in updater_list:
updater_list.remove(update_function)
self.refresh_has_updater_status()
return self
def clear_updaters(self, recurse: bool = True) -> Self:
self.time_based_updaters = []
self.non_time_updaters = []
self.refresh_has_updater_status()
if recurse:
for submob in self.submobjects:
submob.clear_updaters()
return self
def match_updaters(self, mobject: OpenGLMobject) -> Self:
self.clear_updaters()
for updater in mobject.get_updaters():
self.add_updater(updater)
return self
def suspend_updating(self, recurse: bool = True) -> Self:
self.updating_suspended = True
if recurse:
for submob in self.submobjects:
submob.suspend_updating(recurse)
return self
def resume_updating(self, recurse: bool = True, call_updater: bool = True) -> Self:
self.updating_suspended = False
if recurse:
for submob in self.submobjects:
submob.resume_updating(recurse)
for parent in self.parents:
parent.resume_updating(recurse=False, call_updater=False)
if call_updater:
self.update(dt=0, recurse=recurse)
return self
def refresh_has_updater_status(self) -> Self:
self.has_updaters = any(mob.get_updaters() for mob in self.get_family())
return self
# Transforming operations
def shift(self, vector: Vector3DLike) -> Self:
self.apply_points_function(
lambda points: points + vector,
about_edge=None,
works_on_bounding_box=True,
)
return self
def scale(
self,
scale_factor: float,
about_point: Point3DLike | None = None,
about_edge: Point3DLike | None = ORIGIN,
**_kwargs: object,
) -> Self:
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`.
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,
)
return self
def stretch(self, factor: float, dim: int, **kwargs: Any) -> Self:
def func(points: Point3D_Array) -> Point3D_Array:
points[:, dim] *= factor
return points
self.apply_points_function(func, works_on_bounding_box=True, **kwargs)
return self
def rotate_about_origin(self, angle: float, axis: Vector3DLike = OUT) -> Self:
return self.rotate(angle, axis, about_point=ORIGIN)
def rotate(
self,
angle: float,
axis: Vector3DLike = OUT,
about_point: Point3DLike | None = None,
**kwargs: Any,
) -> Self:
"""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: Vector3DLike = UP, **kwargs: Any) -> 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 apply_function(self, function: MappingFunction, **kwargs: Any) -> Self:
# Default to applying matrix about the origin, not mobjects center
if len(kwargs) == 0:
kwargs["about_point"] = ORIGIN
def multi_mapping_function(points: Point3D_Array) -> Point3D_Array:
result: Point3D_Array = np.apply_along_axis(function, 1, points)
return result
self.apply_points_function(multi_mapping_function, **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: MatrixMN, **kwargs: Any) -> Self:
# Default to applying matrix about the origin, not mobjects center
if ("about_point" not in kwargs) and ("about_edge" not in kwargs):
kwargs["about_point"] = ORIGIN
full_matrix = np.identity(self.dim)
matrix = np.array(matrix)
full_matrix[: matrix.shape[0], : matrix.shape[1]] = matrix
self.apply_points_function(
lambda points: np.dot(points, full_matrix.T), **kwargs
)
return self
def apply_complex_function(
self, function: Callable[[complex], complex], **kwargs: Any
) -> Self:
"""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: Point3D) -> Point3D:
x, y, z = point
xy_complex = function(complex(x, y))
return np.array([xy_complex.real, xy_complex.imag, z])
return self.apply_function(R3_func, **kwargs)
def hierarchical_model_matrix(self) -> MatrixMN:
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: Vector3DLike = RIGHT,
axis: Vector3DLike = DOWN,
wag_factor: float = 1.0,
) -> Self:
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) -> Self:
"""Moves the mobject to the center of the Scene."""
self.shift(-self.get_center())
return self
def align_on_border(
self,
direction: Vector3DLike,
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_bounding_box_point(direction)
shift_val = target_point - point_to_align - buff * np.asarray(direction)
shift_val = shift_val * abs(np.sign(direction))
self.shift(shift_val)
return self
def to_corner(
self,
corner: Vector3DLike = LEFT + DOWN,
buff: float = DEFAULT_MOBJECT_TO_EDGE_BUFFER,
) -> Self:
return self.align_on_border(corner, buff)
def to_edge(
self,
edge: Vector3DLike = LEFT,
buff: float = DEFAULT_MOBJECT_TO_EDGE_BUFFER,
) -> Self:
return self.align_on_border(edge, buff)
def next_to(
self,
mobject_or_point: OpenGLMobject | Point3DLike,
direction: Vector3DLike = RIGHT,
buff: float = DEFAULT_MOBJECT_TO_MOBJECT_BUFFER,
aligned_edge: Vector3DLike = ORIGIN,
submobject_to_align: OpenGLMobject | None = None,
index_of_submobject_to_align: int | None = None,
coor_mask: Vector3DLike = np.array([1, 1, 1]),
) -> Self:
"""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)
"""
np_direction = np.asarray(direction)
np_aligned_edge = np.asarray(aligned_edge)
target_point: Point3DLike
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(
np_aligned_edge + np_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(np_aligned_edge - np_direction)
self.shift((target_point - point_to_align + buff * np_direction) * coor_mask)
return self
def shift_onto_screen(self, **kwargs: Any) -> Self:
space_lengths: list[float] = [
config["frame_x_radius"],
config["frame_y_radius"],
]
for vect in UP, DOWN, LEFT, RIGHT:
dim = np.argmax(np.abs(vect))
buff: float = 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, buff=buff)
return self
def is_off_screen(self) -> bool:
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
return cast(float, self.get_top()[1]) < -config.frame_y_radius
def stretch_about_point(self, factor: float, dim: int, point: Point3DLike) -> Self:
return self.stretch(factor, dim, about_point=point)
def rescale_to_fit(
self,
length: float,
dim: int,
stretch: bool = False,
**kwargs: Any,
) -> Self:
old_length = self.length_over_dim(dim)
if old_length == 0:
return self
if stretch:
self.stretch(length / old_length, dim, **kwargs)
else:
self.scale(length / old_length, **kwargs)
return self
def stretch_to_fit_width(self, width: float, **kwargs: Any) -> Self:
"""Stretches the :class:`~.OpenGLMobject` to fit a width, not keeping height/depth proportional.
Returns
-------
:class:`OpenGLMobject`
``self``
Examples
--------
::
>>> from manim import *
>>> import numpy as np
>>> sq = Square()
>>> sq.height
np.float64(2.0)
>>> sq.stretch_to_fit_width(5)
Square
>>> sq.width
np.float64(5.0)
>>> sq.height
np.float64(2.0)
"""
return self.rescale_to_fit(width, 0, stretch=True, **kwargs)
def stretch_to_fit_height(self, height: float, **kwargs: Any) -> Self:
"""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: float, **kwargs: Any) -> Self:
"""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: float,
stretch: bool = False,
**kwargs: Any,
) -> Self:
"""Scales the :class:`~.OpenGLMobject` to fit a width while keeping height/depth proportional.
Returns
-------
:class:`OpenGLMobject`
``self``
Examples
--------
::
>>> from manim import *
>>> import numpy as np
>>> sq = Square()
>>> sq.height
np.float64(2.0)
>>> sq.scale_to_fit_width(5)
Square
>>> sq.width
np.float64(5.0)
>>> sq.height
np.float64(5.0)
"""
return self.rescale_to_fit(width, 0, stretch=stretch, **kwargs)
scale_to_fit_width = set_width
def set_height(
self,
height: float,
stretch: bool = False,
**kwargs: Any,
) -> Self:
"""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: float,
stretch: bool = False,
**kwargs: Any,
) -> Self:
"""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: float, dim: int, direction: Vector3DLike = 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: Vector3DLike = ORIGIN) -> Self:
"""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: float, direction: Vector3DLike = ORIGIN) -> Self:
"""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: float, direction: Vector3DLike = ORIGIN) -> Self:
"""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: float = 1.5, **kwargs: Any) -> Self:
self.scale(factor, **kwargs)
for submob in self.submobjects:
submob.scale(1.0 / factor)
return self
def move_to(
self,
point_or_mobject: Point3DLike | OpenGLMobject,
aligned_edge: Vector3DLike = ORIGIN,
coor_mask: Vector3DLike = np.array([1, 1, 1]),
) -> Self:
"""Move center of the :class:`~.OpenGLMobject` to certain coordinate."""
target: Point3DLike
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: OpenGLMobject,
dim_to_match: int = 0,
stretch: bool = False,
) -> Self:
if not mobject.get_num_points() and not mobject.submobjects:
self.scale(0)
return self
if stretch:
for i in range(self.dim):
self.rescale_to_fit(mobject.length_over_dim(i), i, stretch=True)
else:
self.rescale_to_fit(
mobject.length_over_dim(dim_to_match),
dim_to_match,
stretch=False,
)
self.shift(mobject.get_center() - self.get_center())
return self
def surround(
self,
mobject: OpenGLMobject,
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: Point3DLike, end: Point3DLike) -> 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(
float(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: ParsableManimColor | Iterable[ParsableManimColor] | None = None,
opacity: float | Iterable[float] | None = None,
name: str = "rgbas",
recurse: bool = True,
) -> Self:
if color is not None:
rgbs: FloatRGB_Array = 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: FloatRGBA_Array = 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: FloatRGBA_Array,
name: str = "rgbas",
recurse: bool = True,
) -> Self:
"""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()
return self
def set_color(
self,
color: ParsableManimColor | Sequence[ParsableManimColor] | None,
opacity: float | Iterable[float] | None = None,
recurse: bool = True,
) -> Self:
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.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: float | Iterable[float] | None, recurse: bool = True
) -> Self:
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) -> str:
return rgb_to_hex(self.rgbas[0, :3])
def get_opacity(self) -> float:
rv: float = self.rgbas[0, 3]
return rv
def set_color_by_gradient(self, *colors: ParsableManimColor) -> Self:
return self.set_submobject_colors_by_gradient(*colors)
def set_submobject_colors_by_gradient(self, *colors: ParsableManimColor) -> Self:
if len(colors) == 0:
raise Exception("Need at least one color")
elif len(colors) == 1:
return self.set_color(*colors)
# mobs = self.family_members_with_points()
mobs = self.submobjects
new_colors = color_gradient(colors, len(mobs))
for mob, color in zip(mobs, new_colors):
mob.set_color(color)
return self
def fade(self, darkness: float = 0.5, recurse: bool = True) -> Self:
return self.set_opacity(1.0 - darkness, recurse=recurse)
def get_gloss(self) -> float:
return self.gloss
def set_gloss(self, gloss: float, recurse: bool = True) -> Self:
for mob in self.get_family(recurse):
mob.gloss = gloss
return self
def get_shadow(self) -> float:
return self.shadow
def set_shadow(self, shadow: float, recurse: bool = True) -> Self:
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: Any,
) -> Self:
# 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 = BackgroundRectangle(
self, # type: ignore[arg-type]
color=color,
fill_opacity=opacity,
**kwargs,
)
self.add_to_back(self.background_rectangle) # type: ignore[arg-type]
return self
def add_background_rectangle_to_submobjects(self, **kwargs: Any) -> Self:
for submobject in self.submobjects:
submobject.add_background_rectangle(**kwargs)
return self
def add_background_rectangle_to_family_members_with_points(
self, **kwargs: Any
) -> Self:
for mob in self.family_members_with_points():
mob.add_background_rectangle(**kwargs)
return self
# Getters
def get_bounding_box_point(self, direction: Vector3DLike) -> Point3D:
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: Vector3DLike) -> Point3D:
"""Get edge coordinates for certain direction."""
return self.get_bounding_box_point(direction)
def get_corner(self, direction: Vector3DLike) -> Point3D:
"""Get corner coordinates for certain direction."""
return self.get_bounding_box_point(direction)
def get_center(self) -> Point3D:
"""Get center coordinates."""
return self.get_bounding_box()[1]
def get_center_of_mass(self) -> Point3D:
return self.get_all_points().mean(0)
def get_boundary_point(self, direction: Vector3DLike) -> Point3D:
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, direction))
return all_points[index]
def get_continuous_bounding_box_point(self, direction: Vector3DLike) -> Point3D:
_dl, center, ur = self.get_bounding_box()
corner_vect = ur - center
np_direction = np.asarray(direction)
return center + np_direction / np.max(
np.abs(
np.true_divide(
np_direction,
corner_vect,
out=np.zeros(len(np_direction)),
where=((corner_vect) != 0),
),
),
)
def get_top(self) -> Point3D:
"""Get top coordinates of a box bounding the :class:`~.OpenGLMobject`"""
return self.get_edge_center(UP)
def get_bottom(self) -> Point3D:
"""Get bottom coordinates of a box bounding the :class:`~.OpenGLMobject`"""
return self.get_edge_center(DOWN)
def get_right(self) -> Point3D:
"""Get right coordinates of a box bounding the :class:`~.OpenGLMobject`"""
return self.get_edge_center(RIGHT)
def get_left(self) -> Point3D:
"""Get left coordinates of a box bounding the :class:`~.OpenGLMobject`"""
return self.get_edge_center(LEFT)
def get_zenith(self) -> Point3D:
"""Get zenith coordinates of a box bounding a 3D :class:`~.OpenGLMobject`."""
return self.get_edge_center(OUT)
def get_nadir(self) -> Point3D:
"""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: int) -> float:
bb = self.get_bounding_box()
rv: float = abs((bb[2] - bb[0])[dim])
return rv
def get_width(self) -> float:
"""Returns the width of the mobject."""
return self.length_over_dim(0)
def get_height(self) -> float:
"""Returns the height of the mobject."""
return self.length_over_dim(1)
def get_depth(self) -> float:
"""Returns the depth of the mobject."""
return self.length_over_dim(2)
def get_coord(self, dim: int, direction: Vector3DLike = ORIGIN) -> ManimFloat:
"""Meant to generalize ``get_x``, ``get_y`` and ``get_z``"""
return self.get_bounding_box_point(direction)[dim]
def get_x(self, direction: Vector3DLike = ORIGIN) -> ManimFloat:
"""Returns x coordinate of the center of the :class:`~.OpenGLMobject` as ``float``"""
return self.get_coord(0, direction)
def get_y(self, direction: Vector3DLike = ORIGIN) -> ManimFloat:
"""Returns y coordinate of the center of the :class:`~.OpenGLMobject` as ``float``"""
return self.get_coord(1, direction)
def get_z(self, direction: Vector3DLike = ORIGIN) -> ManimFloat:
"""Returns z coordinate of the center of the :class:`~.OpenGLMobject` as ``float``"""
return self.get_coord(2, direction)
def get_start(self) -> Point3D:
"""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) -> Point3D:
"""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) -> 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:
points = self.points
i, subalpha = integer_interpolate(0, len(points) - 1, alpha)
return interpolate(points[i], points[i + 1], subalpha)
def pfp(self, alpha: float) -> Point3D:
"""Abbreviation for point_from_proportion"""
return self.point_from_proportion(alpha)
def get_pieces(self, n_pieces: int) -> OpenGLMobject:
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) -> 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()
# Match other mobject properties
def match_color(self, mobject: OpenGLMobject) -> Self:
"""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: int,
**kwargs: Any,
) -> Self:
"""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: Any) -> Self:
"""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: Any) -> Self:
"""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: Any) -> Self:
"""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: int, direction: Vector3DLike = ORIGIN
) -> Self:
"""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: OpenGLMobject, direction: Vector3DLike = ORIGIN) -> Self:
"""Match x coord. to the x coord. of another :class:`~.OpenGLMobject`."""
return self.match_coord(mobject, 0, direction)
def match_y(self, mobject: OpenGLMobject, direction: Vector3DLike = ORIGIN) -> Self:
"""Match y coord. to the x coord. of another :class:`~.OpenGLMobject`."""
return self.match_coord(mobject, 1, direction)
def match_z(self, mobject: OpenGLMobject, direction: Vector3DLike = ORIGIN) -> Self:
"""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 | Point3DLike,
direction: Vector3DLike = ORIGIN,
) -> Self:
"""
Examples:
mob1.align_to(mob2, UP) moves mob1 vertically so that its
top edge lines ups with mob2's top edge.
mob1.align_to(mob2, alignment_vect = RIGHT) moves mob1
horizontally so that it's center is directly above/below
the center of mob2
"""
point: Point3DLike
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) -> type[OpenGLGroup]:
return OpenGLGroup
@staticmethod
def get_mobject_type_class() -> type[OpenGLMobject]:
"""Return the base class of this mobject type."""
return OpenGLMobject
# Alignment
def align_data_and_family(self, mobject: OpenGLMobject) -> Self:
self.align_family(mobject)
self.align_data(mobject)
return self
def align_data(self, mobject: OpenGLMobject) -> Self:
# 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))
return self
def align_points(self, mobject: OpenGLMobject) -> Self:
max_len = max(self.get_num_points(), mobject.get_num_points())
for mob in (self, mobject):
mob.resize_points(max_len, resize_func=resize_preserving_order)
return self
def align_family(self, mobject: OpenGLMobject) -> Self:
mob1 = self
mob2 = mobject
n1 = len(mob1)
n2 = len(mob2)
if n1 != n2:
mob1.add_n_more_submobjects(max(0, n2 - n1))
mob2.add_n_more_submobjects(max(0, n1 - n2))
# Recurse
for sm1, sm2 in zip(mob1.submobjects, mob2.submobjects):
sm1.align_family(sm2)
return self
def push_self_into_submobjects(self) -> Self:
copy = self.deepcopy()
copy.submobjects = []
self.resize_points(0)
self.add(copy)
return self
def add_n_more_submobjects(self, n: int) -> Self:
if n == 0:
return self
curr = len(self.submobjects)
if curr == 0:
# If empty, simply add n point mobjects
null_mob = self.copy()
null_mob.set_points([self.get_center()])
self.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: OpenGLMobject,
mobject2: OpenGLMobject,
alpha: float,
path_func: PathFuncType = straight_path(),
) -> Self:
"""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
func = path_func if key in ("points", "bounding_box") else 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: OpenGLMobject, a: float, b: float
) -> Self:
"""
Set points in such a way as to become only
part of mobject.
Inputs 0 <= a < b <= 1 determine what portion
of mobject to become.
Returns `self` to allow method chaining.
"""
return self # 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,
) -> Self:
"""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: Iterable[str]) -> None:
"""
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: OpenGLMobject, mobject2: OpenGLMobject
) -> Self:
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) -> None:
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:
self.is_fixed_in_frame = 1.0
return self
@affects_shader_info_id
def fix_orientation(self) -> 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:
self.is_fixed_in_frame = 0.0
return self
@affects_shader_info_id
def unfix_orientation(self) -> 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:
self.depth_test = True
return self
@affects_shader_info_id
def deactivate_depth_test(self) -> Self:
self.depth_test = False
return self
# Shader code manipulation
def replace_shader_code(self, old_code: str, new_code: str) -> Self:
# 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_code, new_code)
return self
def set_color_by_code(self, glsl_code: str) -> Self:
"""
Takes a snippet of code and inserts it into a
context which has the following variables:
vec4 color, vec3 point, vec3 unit_normal.
The code should change the color variable
"""
self.replace_shader_code("///// INSERT COLOR FUNCTION HERE /////", glsl_code)
return self
def set_color_by_xyz_func(
self,
glsl_snippet: str,
min_value: float = -5.0,
max_value: float = 5.0,
colormap: str = "viridis",
) -> Self:
"""
Pass in a glsl expression in terms of x, y and z which returns
a float.
"""
# TODO, add a version of this which changes the point data instead
# of the shader code
for char in "xyz":
glsl_snippet = glsl_snippet.replace(char, "point." + char)
# TODO: get_colormap_list does not exist
# See https://github.com/ManimCommunity/manim/issues/4176
rgb_list = get_colormap_list(colormap) # type: ignore[name-defined]
self.set_color_by_code(
f"color.rgb = float_to_color({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:
self.get_shader_wrapper().refresh_id()
return self
def get_shader_wrapper(self) -> "ShaderWrapper": # noqa: UP037
from manim.renderer.shader_wrapper import ShaderWrapper
# if hasattr(self, "shader_wrapper"):
# return self.shader_wrapper
self.shader_wrapper: ShaderWrapper = 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) -> Sequence["ShaderWrapper"]: # noqa: UP037
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: list["ShaderWrapper"] = [] # noqa: UP037
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: _ShaderData, data_key: str) -> Self:
# 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: float) -> _ShaderData:
# If possible, try to populate an existing array, rather
# than recreating it each frame
points = self.points
shader_data = cast(_ShaderData, np.zeros(len(points), dtype=self.shader_dtype))
return shader_data
def read_data_to_shader(
self,
shader_data: _ShaderData, # has structured data type, ex. ("point", np.float32, (3,))
shader_data_key: str,
data_key: str,
) -> None:
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) -> _ShaderData:
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) -> None:
self.get_shader_data()
def get_shader_uniforms(self) -> dict[str, Any]:
return self.uniforms
def get_shader_vert_indices(self) -> Sequence[int] | None:
return self.shader_indices
@property
def submobjects(self) -> list[OpenGLMobject]:
return self._submobjects if hasattr(self, "_submobjects") else []
@submobjects.setter
def submobjects(self, submobject_list: Iterable[OpenGLMobject]) -> None:
self.remove(*self.submobjects)
self.add(*submobject_list)
# Errors
def throw_error_if_no_points(self) -> None:
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: OpenGLMobject, **kwargs: Any) -> None:
super().__init__(**kwargs)
self.add(*mobjects)
class OpenGLPoint(OpenGLMobject):
def __init__(
self,
location: Point3DLike = ORIGIN,
artificial_width: float = 1e-6,
artificial_height: float = 1e-6,
**kwargs: Any,
) -> None:
self.artificial_width: float = artificial_width
self.artificial_height: float = artificial_height
super().__init__(**kwargs)
self.set_location(location)
@override
def get_width(self) -> float:
return self.artificial_width
@override
def get_height(self) -> float:
return self.artificial_height
def get_location(self) -> Point3D:
return cast(Point3D, self.points[0]).copy()
@override
def get_bounding_box_point(self, *args: object, **kwargs: Any) -> Point3D:
return self.get_location()
def set_location(self, new_loc: Point3DLike) -> None:
self.set_points(np.array(new_loc, ndmin=2, dtype=float))
class _AnimationBuilder:
def __init__(self, mobject: OpenGLMobject) -> None:
self.mobject: OpenGLMobject = mobject
self.mobject.generate_target()
self.overridden_animation: Animation | None = None
self.is_chaining: bool = False
self.methods: list[MethodWithArgs] = []
# Whether animation args can be passed
self.cannot_pass_args: bool = False
self.anim_args: dict[str, object] = {}
def __call__(self, **kwargs: Any) -> 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: str) -> Callable[..., Self]:
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",
)
# NOTE: using `Self` here should not be a problem, because it's equivalent to a `TypeVar` introduced in `__getattr__`.
# For this reason, here it's still in scope and can be used (that's why pyright does not flag this as an error).
# However, mypy currently does not seem to understand this: hence the `type: ignore` comment.
def update_target(*method_args: object, **method_kwargs: object) -> Self: # type: ignore[type-var, misc]
if has_overridden_animation:
self.overridden_animation = cast(
"Callable[..., Animation]", method._override_animate
)(
self.mobject,
*method_args,
anim_args=self.anim_args,
**method_kwargs,
)
else:
self.methods.append(MethodWithArgs(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": # noqa: UP037
from manim.animation.transform import _MethodAnimation
# NOTE: To fix this mypy error, we'll need to update `_MethodAnimation` to accept `Mobject | OpenGLMobject` instead of `Mobject`.
# Once that is done, the `type: ignore` comment below won't be necessary anymore and mypy will emit a corresponding warning.
anim = self.overridden_animation or _MethodAnimation(self.mobject, self.methods) # type: ignore[arg-type]
for attr, value in self.anim_args.items():
setattr(anim, attr, value)
return anim
_Decorated = TypeVar("_Decorated", bound=Callable[..., "Animation"])
class _OverrideAnimateDecorator(Protocol):
# The slash divider on the next line prevents a mypy error in line 3176.
def __call__(self, decorated: _Decorated, /) -> _Decorated: ...
def override_animate(method: types.FunctionType) -> _OverrideAnimateDecorator:
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: _Decorated) -> _Decorated:
method._override_animate = animation_method # type: ignore[attr-defined]
return animation_method
return decorator