Exemple #1
0
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)
Exemple #2
0
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)