class Succession(Animation): CONFIG = { "rate_func": None, } def __init__(self, *args, **kwargs): """ Each arg will either be an animation, or an animation class followed by its arguments (and potentially a dict for configuration). For example, Succession( ShowCreation(circle), Transform, circle, square, Transform, circle, triangle, ApplyMethod, circle.shift, 2*UP, {"run_time" : 2}, ) """ animations = [] state = { "animations": animations, "curr_class": None, "curr_class_args": [], "curr_class_config": {}, } def invoke_curr_class(state): if state["curr_class"] is None: return anim = state["curr_class"](*state["curr_class_args"], **state["curr_class_config"]) state["animations"].append(anim) anim.update(1) state["curr_class"] = None state["curr_class_args"] = [] state["curr_class_config"] = {} for arg in args: if isinstance(arg, Animation): animations.append(arg) arg.update(1) invoke_curr_class(state) elif isinstance(arg, type) and issubclass(arg, Animation): invoke_curr_class(state) state["curr_class"] = arg elif isinstance(arg, dict): state["curr_class_config"] = arg else: state["curr_class_args"].append(arg) invoke_curr_class(state) for anim in animations: anim.update(0) animations = filter(lambda x: not (x.empty), animations) self.run_times = [anim.run_time for anim in animations] if "run_time" in kwargs: run_time = kwargs.pop("run_time") warnings.warn( "Succession doesn't currently support explicit run_time.") run_time = sum(self.run_times) self.num_anims = len(animations) if self.num_anims == 0: self.empty = True self.animations = animations #Have to keep track of this run_time, because Scene.play #might very well mess with it. self.original_run_time = run_time # critical_alphas[i] is the start alpha of self.animations[i] # critical_alphas[i + 1] is the end alpha of self.animations[i] critical_times = np.concatenate(([0], np.cumsum(self.run_times))) self.critical_alphas = map( lambda x: np.true_divide(x, run_time), critical_times) if self.num_anims > 0 else [0.0] # self.scene_mobjects_at_time[i] is the scene's mobjects at start of self.animations[i] # self.scene_mobjects_at_time[i + 1] is the scene mobjects at end of self.animations[i] self.scene_mobjects_at_time = [None for i in range(self.num_anims + 1)] self.scene_mobjects_at_time[0] = Group() for i in range(self.num_anims): self.scene_mobjects_at_time[ i + 1] = self.scene_mobjects_at_time[i].copy() self.animations[i].clean_up(self.scene_mobjects_at_time[i + 1]) self.current_alpha = 0 self.current_anim_index = 0 # If self.num_anims == 0, this is an invalid index, but so it goes if self.num_anims > 0: self.mobject = self.scene_mobjects_at_time[0] self.mobject.add(self.animations[0].mobject) else: self.mobject = Group() Animation.__init__(self, self.mobject, run_time=run_time, **kwargs) # Beware: This does NOT take care of calling update(0) on the subanimation. # This was important to avoid a pernicious possibility in which subanimations were called # with update twice, which could in turn call a sub-Succession with update four times, # continuing exponentially. def jump_to_start_of_anim(self, index): if index != self.current_anim_index: self.mobject.remove( *self.mobject.submobjects ) # Should probably have a cleaner "remove_all" method... self.mobject.add(*self.scene_mobjects_at_time[index].submobjects) self.mobject.add(self.animations[index].mobject) for i in range(index): self.animations[i].update(1) self.current_anim_index = index self.current_alpha = self.critical_alphas[index] def update_mobject(self, alpha): if self.num_anims == 0: # This probably doesn't matter for anything, but just in case, # we want it in the future, we set current_alpha even in this case self.current_alpha = alpha return gt_alpha_list = filter(lambda i: self.critical_alphas[i + 1] >= alpha, range(len(self.critical_alphas) - 1)) if gt_alpha_list: i = gt_alpha_list[0] else: if not abs(alpha - 1) < 0.001: warnings.warn( "Rounding error not near alpha=1 in Succession.update_mobject," + \ "instead alpha = %f"%alpha ) print self.critical_alphas, alpha i = len(self.critical_alphas) - 2 # # At this point, we should have self.critical_alphas[i] <= alpha <= self.critical_alphas[i +1] self.jump_to_start_of_anim(i) sub_alpha = inverse_interpolate(self.critical_alphas[i], self.critical_alphas[i + 1], alpha) self.animations[i].update(sub_alpha) self.current_alpha = alpha def clean_up(self, *args, **kwargs): # We clean up as though we've played ALL animations, even if # clean_up is called in middle of things for anim in self.animations: anim.clean_up(*args, **kwargs)
class Succession(Animation): CONFIG = { "rate_func": None, } def __init__(self, *args, **kwargs): """ Each arg will either be an animation, or an animation class followed by its arguments (and potentially a dict for configuration). For example, Succession( ShowCreation(circle), Transform, circle, square, Transform, circle, triangle, ApplyMethod, circle.shift, 2*UP, {"run_time" : 2}, ) """ animations = [] state = { "animations": animations, "curr_class": None, "curr_class_args": [], "curr_class_config": {}, } def invoke_curr_class(state): if state["curr_class"] is None: return anim = state["curr_class"](*state["curr_class_args"], **state["curr_class_config"]) state["animations"].append(anim) anim.update(1) state["curr_class"] = None state["curr_class_args"] = [] state["curr_class_config"] = {} for arg in args: if isinstance(arg, Animation): animations.append(arg) arg.update(1) invoke_curr_class(state) elif isinstance(arg, type) and issubclass(arg, Animation): invoke_curr_class(state) state["curr_class"] = arg elif isinstance(arg, dict): state["curr_class_config"] = arg else: state["curr_class_args"].append(arg) invoke_curr_class(state) for anim in animations: anim.update(0) animations = filter(lambda x: x.run_time != 0, animations) self.run_times = [anim.run_time for anim in animations] if "run_time" in kwargs: run_time = kwargs.pop("run_time") else: run_time = sum(self.run_times) self.num_anims = len(animations) self.animations = animations #Have to keep track of this run_time, because Scene.play #might very well mess with it. self.original_run_time = run_time # critical_alphas[i] is the start alpha of self.animations[i] # critical_alphas[i + 1] is the end alpha of self.animations[i] critical_times = np.concatenate(([0], np.cumsum(self.run_times))) self.critical_alphas = map( lambda x: np.true_divide(x, run_time), critical_times) if self.num_anims > 0 else [0.0] # self.scene_mobjects_at_time[i] is the scene's mobjects at start of self.animations[i] # self.scene_mobjects_at_time[i + 1] is the scene mobjects at end of self.animations[i] self.scene_mobjects_at_time = [None for i in range(self.num_anims + 1)] self.scene_mobjects_at_time[0] = Group() for i in range(self.num_anims): self.scene_mobjects_at_time[ i + 1] = self.scene_mobjects_at_time[i].copy() self.animations[i].clean_up(self.scene_mobjects_at_time[i + 1]) self.current_alpha = 0 self.current_anim_index = 0 # If self.num_anims == 0, this is an invalid index, but so it goes if self.num_anims > 0: self.mobject = self.scene_mobjects_at_time[0] self.mobject.add(self.animations[0].mobject) else: self.mobject = Group() Animation.__init__(self, self.mobject, run_time=run_time, **kwargs) # Beware: This does NOT take care of updating the subanimation to 0 # This was important to avoid a pernicious possibility in which subanimations were called # with update(0) twice, which could in turn call a sub-Succession with update(0) four times, # continuing exponentially def jump_to_start_of_anim(self, index): if index != self.current_anim_index: self.mobject.remove( *self.mobject.submobjects ) # Should probably have a cleaner "remove_all" method... for m in self.scene_mobjects_at_time[index].submobjects: self.mobject.add(m) self.mobject.add(self.animations[index].mobject) self.current_anim_index = index self.current_alpha = self.critical_alphas[index] def update_mobject(self, alpha): if self.num_anims == 0: return i = 0 while self.critical_alphas[i + 1] < alpha: i = i + 1 # TODO: Special handling if alpha < 0 or alpha > 1, to use # first or last sub-animation # At this point, we should have self.critical_alphas[i] <= alpha <= self.critical_alphas[i +1] self.jump_to_start_of_anim(i) sub_alpha = inverse_interpolate(self.critical_alphas[i], self.critical_alphas[i + 1], alpha) self.animations[i].update(sub_alpha) def clean_up(self, *args, **kwargs): # We clean up as though we've played ALL animations, even if # clean_up is called in middle of things for anim in self.animations: anim.clean_up(*args, **kwargs)