def coords_to_vector(self, vector, coords_start=2 * RIGHT + 2 * UP, clean_up=True): starting_mobjects = list(self.mobjects) array = Matrix(vector) array.shift(coords_start) arrow = Vector(vector) x_line = Line(ORIGIN, vector[0] * RIGHT) y_line = Line(x_line.get_end(), arrow.get_end()) x_line.set_color(X_COLOR) y_line.set_color(Y_COLOR) x_coord, y_coord = array.get_mob_matrix().flatten() self.play(Write(array, run_time=1)) self.wait() self.play(ApplyFunction( lambda x: self.position_x_coordinate(x, x_line, vector), x_coord )) self.play(ShowCreation(x_line)) self.play( ApplyFunction( lambda y: self.position_y_coordinate(y, y_line, vector), y_coord ), FadeOut(array.get_brackets()) ) y_coord, brackets = self.get_mobjects_from_last_animation() self.play(ShowCreation(y_line)) self.play(ShowCreation(arrow)) self.wait() if clean_up: self.clear() self.add(*starting_mobjects)
def construct(self): left_string_matrix, right_string_matrix = [ np.array(matrix).astype("string") for matrix in (self.left_matrix, self.right_matrix) ] if right_string_matrix.shape[0] != left_string_matrix.shape[1]: raise Exception("Incompatible shapes for matrix multiplication") left = Matrix(left_string_matrix) right = Matrix(right_string_matrix) result = self.get_result_matrix(left_string_matrix, right_string_matrix) self.organize_matrices(left, right, result) self.animate_product(left, right, result)
def get_result_matrix(self, left, right): (m, k), n = left.shape, right.shape[1] mob_matrix = np.array([VGroup()]).repeat(m * n).reshape((m, n)) for a in range(m): for b in range(n): template = "(%s)(%s)" if self.use_parens else "%s%s" parts = [ prefix + template % (left[a][c], right[c][b]) for c in range(k) for prefix in ["" if c == 0 else "+"] ] mob_matrix[a][b] = Tex(parts, next_to_buff=0.1) return Matrix(mob_matrix)
def coords_to_vector(self, vector, coords_start=2 * RIGHT + 2 * UP, clean_up=True): starting_mobjects = list(self.submobjects) array = Matrix(vector) array.shift(coords_start) arrow = Vector(vector) x_line = Line(ORIGIN, vector[0] * RIGHT) y_line = Line(x_line.get_end(), arrow.get_end()) x_line.set_color(X_COLOR) y_line.set_color(Y_COLOR) x_coord, y_coord = array.get_mob_matrix().flatten() self.play(Write(array, run_time=1)) self.wait() self.play( ApplyFunction( lambda x: self.position_x_coordinate(x, x_line, vector), x_coord)) self.play(ShowCreation(x_line)) self.play( ApplyFunction( lambda y: self.position_y_coordinate(y, y_line, vector), y_coord), FadeOut(array.get_brackets())) y_coord, brackets = self.get_mobjects_from_last_animation() self.play(ShowCreation(y_line)) self.play(ShowCreation(arrow)) self.wait() if clean_up: self.clear() self.add(*starting_mobjects)
def coords_to_vector(self, vector, coords_start=2 * RIGHT + 2 * UP, clean_up=True): """ This method writes the vector as a column matrix (henceforth called the label), takes the values in it one by one, and form the corresponding lines that make up the x and y components of the vector. Then, an Vector() based vector is created between the lines on the Screen. Parameters ---------- vector Union(np.ndarray, list, tuple) The vector to show. coords_start Union(np.ndarray,list,tuple) The starting point of the location of the label of the vector that shows it numerically. Defaults to 2 * RIGHT + 2 * UP or (2,2) clean_up (bool=True) Whether or not to remove whatever this method did after it's done. """ starting_mobjects = list(self.mobjects) array = Matrix(vector) array.shift(coords_start) arrow = Vector(vector) x_line = Line(ORIGIN, vector[0] * RIGHT) y_line = Line(x_line.get_end(), arrow.get_end()) x_line.set_color(X_COLOR) y_line.set_color(Y_COLOR) x_coord, y_coord = array.get_mob_matrix().flatten() self.play(Write(array, run_time=1)) self.wait() self.play( ApplyFunction( lambda x: self.position_x_coordinate(x, x_line, vector), x_coord)) self.play(ShowCreation(x_line)) self.play( ApplyFunction( lambda y: self.position_y_coordinate(y, y_line, vector), y_coord), FadeOut(array.get_brackets())) y_coord, brackets = self.get_mobjects_from_last_animation() self.play(ShowCreation(y_line)) self.play(ShowCreation(arrow)) self.wait() if clean_up: self.clear() self.add(*starting_mobjects)