def get_subdivision_braces_and_labels( self, parts, labels, direction, buff=SMALL_BUFF, min_num_quads=1 ): label_mobs = VGroup() braces = VGroup() for label, part in zip(labels, parts): brace = Brace( part, direction, min_num_quads=min_num_quads, buff=buff ) if isinstance(label, Mobject): label_mob = label else: label_mob = Tex(label) label_mob.scale(self.default_label_scale_val) label_mob.next_to(brace, direction, buff) braces.add(brace) label_mobs.add(label_mob) parts.braces = braces parts.labels = label_mobs parts.label_kwargs = { "labels": label_mobs.copy(), "direction": direction, "buff": buff, } return VGroup(parts.braces, parts.labels)
def get_subdivision_braces_and_labels( self, parts, labels, direction, buff=SMALL_BUFF, min_num_quads=1 ): label_mobs = VGroup() braces = VGroup() for label, part in zip(labels, parts): brace = Brace( part, direction, min_num_quads=min_num_quads, buff=buff ) if isinstance(label, Mobject): label_mob = label else: label_mob = TexMobject(label) label_mob.scale(self.default_label_scale_val) label_mob.next_to(brace, direction, buff) braces.add(brace) label_mobs.add(label_mob) parts.braces = braces parts.labels = label_mobs parts.label_kwargs = { "labels": label_mobs.copy(), "direction": direction, "buff": buff, } return VGroup(parts.braces, parts.labels)
def init_points(self) -> None: # Star by creating two of the pentagons, meeting # back to back on the positive x-axis phi = (1 + math.sqrt(5)) / 2 x, y, z = np.identity(3) pentagon1 = Polygon( [phi, 1 / phi, 0], [1, 1, 1], [1 / phi, 0, phi], [1, -1, 1], [phi, -1 / phi, 0], ) pentagon2 = pentagon1.copy().stretch(-1, 2, about_point=ORIGIN) pentagon2.reverse_points() x_pair = VGroup(pentagon1, pentagon2) z_pair = x_pair.copy().apply_matrix(np.array([z, -x, -y]).T) y_pair = x_pair.copy().apply_matrix(np.array([y, z, x]).T) self.add(*x_pair, *y_pair, *z_pair) for pentagon in list(self): pc = pentagon.copy() pc.apply_function(lambda p: -p) pc.reverse_points() self.add(pc)
def get_number_design(self, value, symbol): num = int(value) n_rows = { 2: 2, 3: 3, 4: 2, 5: 2, 6: 3, 7: 3, 8: 3, 9: 4, 10: 4, }[num] n_cols = 1 if num in [2, 3] else 2 insertion_indices = { 5: [0], 7: [0], 8: [0, 1], 9: [1], 10: [0, 2], }.get(num, []) top = self.get_top() + symbol.get_height() * DOWN bottom = self.get_bottom() + symbol.get_height() * UP column_points = [ interpolate(top, bottom, alpha) for alpha in np.linspace(0, 1, n_rows) ] design = VGroup(*[ symbol.copy().move_to(point) for point in column_points ]) if n_cols == 2: space = 0.2 * self.get_width() column_copy = design.copy().shift(space * RIGHT) design.shift(space * LEFT) design.add(*column_copy) design.add(*[ symbol.copy().move_to( center_of_mass(column_points[i:i + 2]) ) for i in insertion_indices ]) for symbol in design: if symbol.get_center()[1] < self.get_center()[1]: symbol.rotate_in_place(np.pi) return design
def get_number_design(self, value, symbol): num = int(value) n_rows = { 2: 2, 3: 3, 4: 2, 5: 2, 6: 3, 7: 3, 8: 3, 9: 4, 10: 4, }[num] n_cols = 1 if num in [2, 3] else 2 insertion_indices = { 5: [0], 7: [0], 8: [0, 1], 9: [1], 10: [0, 2], }.get(num, []) top = self.get_top() + symbol.get_height() * DOWN bottom = self.get_bottom() + symbol.get_height() * UP column_points = [ interpolate(top, bottom, alpha) for alpha in np.linspace(0, 1, n_rows) ] design = VGroup(*[ symbol.copy().move_to(point) for point in column_points ]) if n_cols == 2: space = 0.2 * self.get_width() column_copy = design.copy().shift(space * RIGHT) design.shift(space * LEFT) design.add(*column_copy) design.add(*[ symbol.copy().move_to( center_of_mass(column_points[i:i + 2]) ) for i in insertion_indices ]) for symbol in design: if symbol.get_center()[1] < self.get_center()[1]: symbol.rotate_in_place(np.pi) return design
def get_corner_numbers(self, value, symbol): value_mob = TextMobject(value) width = self.get_width() / self.card_width_to_corner_num_width height = self.get_height() / self.card_height_to_corner_num_height value_mob.set_width(width) value_mob.stretch_to_fit_height(height) value_mob.next_to(self.get_corner(UP + LEFT), DOWN + RIGHT, buff=MED_LARGE_BUFF * width) value_mob.set_color(symbol.get_color()) corner_symbol = symbol.copy() corner_symbol.set_width(width) corner_symbol.next_to(value_mob, DOWN, buff=MED_SMALL_BUFF * width) corner_group = VGroup(value_mob, corner_symbol) opposite_corner_group = corner_group.copy() opposite_corner_group.rotate(np.pi, about_point=self.get_center()) return VGroup(corner_group, opposite_corner_group)
def get_piece_movement(self, pieces): """ This method returns an animation that moves an arbitrary mobject in "pieces" to its corresponding .target value. If self.leave_ghost_vectors is True, ghosts of the original positions/mobjects are left on screen Parameters ---------- pieces (Union[list, tuple, np.array]) The pieces for which the movement must be shown. Returns ------- Animation The animation of the movement. """ start = VGroup(*pieces) target = VGroup(*[mob.target for mob in pieces]) if self.leave_ghost_vectors: self.add(start.copy().fade(0.7)) return Transform(start, target, lag_ratio=0)
def get_corner_numbers(self, value, symbol): value_mob = TextMobject(value) width = self.get_width() / self.card_width_to_corner_num_width height = self.get_height() / self.card_height_to_corner_num_height value_mob.set_width(width) value_mob.stretch_to_fit_height(height) value_mob.next_to( self.get_corner(UP + LEFT), DOWN + RIGHT, buff=MED_LARGE_BUFF * width ) value_mob.set_color(symbol.get_color()) corner_symbol = symbol.copy() corner_symbol.set_width(width) corner_symbol.next_to( value_mob, DOWN, buff=MED_SMALL_BUFF * width ) corner_group = VGroup(value_mob, corner_symbol) opposite_corner_group = corner_group.copy() opposite_corner_group.rotate( np.pi, about_point=self.get_center() ) return VGroup(corner_group, opposite_corner_group)
def get_piece_movement(self, pieces): start = VGroup(*pieces) target = VGroup(*[mob.target for mob in pieces]) if self.leave_ghost_vectors: self.add(start.copy().fade(0.7)) return Transform(start, target, lag_ratio=0)
def get_piece_movement(self, pieces): start = VGroup(*pieces) target = VGroup(*[mob.target for mob in pieces]) if self.leave_ghost_vectors: self.add(start.copy().fade(0.7)) return Transform(start, target, lag_ratio=0)