def __init__(self, **kwargs): digest_config(self, kwargs) if self.preview: from manimlib.window import Window self.window = Window(scene=self, **self.window_config) self.camera_config["ctx"] = self.window.ctx else: self.window = None self.camera = self.camera_class(**self.camera_config) self.file_writer = SceneFileWriter(self, **self.file_writer_config) self.mobjects = [] self.num_plays = 0 self.time = 0 self.skip_time = 0 self.original_skipping_status = self.skip_animations # Items associated with interaction self.mouse_point = Point() self.mouse_drag_point = Point() # Much nicer to work with deterministic scenes if self.random_seed is not None: random.seed(self.random_seed) np.random.seed(self.random_seed)
def __init__(self, **kwargs): Container.__init__(self, **kwargs) self.camera = self.camera_class(**self.camera_config) self.file_writer = SceneFileWriter( self, **self.file_writer_config, ) self.mobjects = [] # TODO, remove need for foreground mobjects self.foreground_mobjects = [] self.num_plays = 0 self.time = 0 self.original_skipping_status = self.skip_animations if self.random_seed is not None: random.seed(self.random_seed) np.random.seed(self.random_seed) self.setup() try: self.construct() except EndSceneEarlyException: pass self.tear_down() self.file_writer.finish() self.print_end_message()
def __init__(self, **kwargs): digest_config(self, kwargs) if self.preview: from manimlib.window import Window self.window = Window(scene=self, **self.window_config) self.camera_config["ctx"] = self.window.ctx self.camera_config["frame_rate"] = 30 # Where's that 30 from? else: self.window = None self.camera: Camera = self.camera_class(**self.camera_config) self.file_writer = SceneFileWriter(self, **self.file_writer_config) self.mobjects: list[Mobject] = [self.camera.frame] self.num_plays: int = 0 self.time: float = 0 self.skip_time: float = 0 self.original_skipping_status: bool = self.skip_animations if self.start_at_animation_number is not None: self.skip_animations = True # Items associated with interaction self.mouse_point = Point() self.mouse_drag_point = Point() self.hold_on_wait = self.presenter_mode # Much nicer to work with deterministic scenes if self.random_seed is not None: random.seed(self.random_seed) np.random.seed(self.random_seed)
def __init__(self, **kwargs): Container.__init__(self, **kwargs) if self.preview: self.window = Window(self, **self.window_config) self.camera_config["ctx"] = self.window.ctx self.virtual_animation_start_time = 0 self.real_animation_start_time = time.time() else: self.window = None self.camera = self.camera_class(**self.camera_config) self.file_writer = SceneFileWriter(self, **self.file_writer_config) self.mobjects = [] self.num_plays = 0 self.time = 0 self.skip_time = 0 self.original_skipping_status = self.skip_animations self.time_of_last_frame = time.time() # Items associated with interaction self.mouse_point = Point() self.mouse_drag_point = Point() self.zoom_on_scroll = False self.quit_interaction = False # Much nice to work with deterministic scenes if self.random_seed is not None: random.seed(self.random_seed) np.random.seed(self.random_seed)
def __init__(self, **kwargs): digest_config(self, kwargs) if self.preview: from manimlib.window import Window self.window = Window(scene=self, **self.window_config) self.camera_config["ctx"] = self.window.ctx self.camera_config["fps"] = 30 # Where's that 30 from? self.undo_stack = [] self.redo_stack = [] else: self.window = None self.camera: Camera = self.camera_class(**self.camera_config) self.file_writer = SceneFileWriter(self, **self.file_writer_config) self.mobjects: list[Mobject] = [self.camera.frame] self.id_to_mobject_map: dict[int, Mobject] = dict() self.num_plays: int = 0 self.time: float = 0 self.skip_time: float = 0 self.original_skipping_status: bool = self.skip_animations self.checkpoint_states: dict[str, list[tuple[Mobject, Mobject]]] = dict() if self.start_at_animation_number is not None: self.skip_animations = True if self.file_writer.has_progress_display: self.show_animation_progress = False # Items associated with interaction self.mouse_point = Point() self.mouse_drag_point = Point() self.hold_on_wait = self.presenter_mode self.inside_embed = False self.quit_interaction = False # Much nicer to work with deterministic scenes if self.random_seed is not None: random.seed(self.random_seed) np.random.seed(self.random_seed)
def __init__(self, **kwargs): #V.scene=self self.be("scene") digest_config(self, kwargs) # self.init_vars() self.init_frame(frame_width=WindowScene.CONFIG['scene_shape'][0], frame_height=WindowScene.CONFIG['scene_shape'][1], frame_center=WindowScene.CONFIG['scene_center']) super().__init__(**kwargs) self.camera_config['frame_width'] = self.frame_width self.camera_config['frame_height'] = self.frame_height self.camera_config['frame_center'] = self.frame_center self.init_camera_frame(**self.camera_config) self.file_writer = SceneFileWriter( self, **self.file_writer_config, ) self.mobjects = [] # TODO, remove need for foreground mobjects self.foreground_mobjects = [] self.num_plays = 0 self.time = 0 self.original_skipping_status = self.skip_animations if self.random_seed is not None: rrandom.seed(self.random_seed) random.seed(self.random_seed) self.setup() try: # if self.camera.scene_frame: # self.play(self.camera.scene_frame.animate.shift([1,1,0]),run_time=3) self.construct() except EndSceneEarlyException: pass self.tear_down() self.file_writer.finish() self.print_end_message()
class Scene(Container): CONFIG = { "camera_class": Camera, "camera_config": {}, "file_writer_config": {}, "skip_animations": False, "always_update_mobjects": False, "random_seed": 0, "start_at_animation_number": None, "end_at_animation_number": None, "leave_progress_bars": False, } def __init__(self, **kwargs): Container.__init__(self, **kwargs) self.camera = self.camera_class(**self.camera_config) self.file_writer = SceneFileWriter( self, **self.file_writer_config, ) self.mobjects = [] # TODO, remove need for foreground mobjects self.foreground_mobjects = [] self.num_plays = 0 self.time = 0 self.original_skipping_status = self.skip_animations if self.random_seed is not None: random.seed(self.random_seed) np.random.seed(self.random_seed) self.setup() try: self.construct() except EndSceneEarlyException: pass self.tear_down() self.file_writer.finish() self.print_end_message() def setup(self): """ This is meant to be implement by any scenes which are comonly subclassed, and have some common setup involved before the construct method is called. """ pass def tear_down(self): pass def construct(self): pass # To be implemented in subclasses def __str__(self): return self.__class__.__name__ def print_end_message(self): print("Played {} animations".format(self.num_plays)) def set_variables_as_attrs(self, *objects, **newly_named_objects): """ This method is slightly hacky, making it a little easier for certain methods (typically subroutines of construct) to share local variables. """ caller_locals = inspect.currentframe().f_back.f_locals for key, value in list(caller_locals.items()): for o in objects: if value is o: setattr(self, key, value) for key, value in list(newly_named_objects.items()): setattr(self, key, value) return self def get_attrs(self, *keys): return [getattr(self, key) for key in keys] # Only these methods should touch the camera def set_camera(self, camera): self.camera = camera def get_frame(self): return np.array(self.camera.get_pixel_array()) def get_image(self): return self.camera.get_image() def set_camera_pixel_array(self, pixel_array): self.camera.set_pixel_array(pixel_array) def set_camera_background(self, background): self.camera.set_background(background) def reset_camera(self): self.camera.reset() def capture_mobjects_in_camera(self, mobjects, **kwargs): self.camera.capture_mobjects(mobjects, **kwargs) def update_frame(self, mobjects=None, background=None, include_submobjects=True, ignore_skipping=True, **kwargs): if self.skip_animations and not ignore_skipping: return if mobjects is None: mobjects = list_update( self.mobjects, self.foreground_mobjects, ) if background is not None: self.set_camera_pixel_array(background) else: self.reset_camera() kwargs["include_submobjects"] = include_submobjects self.capture_mobjects_in_camera(mobjects, **kwargs) def freeze_background(self): self.update_frame() self.set_camera(Camera(self.get_frame())) self.clear() ### def update_mobjects(self, dt): for mobject in self.mobjects: mobject.update(dt) def should_update_mobjects(self): return self.always_update_mobjects or any([ mob.has_time_based_updater() for mob in self.get_mobject_family_members() ]) ### def get_time(self): return self.time def increment_time(self, d_time): self.time += d_time ### def get_top_level_mobjects(self): # Return only those which are not in the family # of another mobject from the scene mobjects = self.get_mobjects() families = [m.get_family() for m in mobjects] def is_top_level(mobject): num_families = sum([(mobject in family) for family in families]) return num_families == 1 return list(filter(is_top_level, mobjects)) def get_mobject_family_members(self): return self.camera.extract_mobject_family_members(self.mobjects) def add(self, *mobjects): """ Mobjects will be displayed, from background to foreground in the order with which they are added. """ mobjects = [*mobjects, *self.foreground_mobjects] self.restructure_mobjects(to_remove=mobjects) self.mobjects += mobjects return self def add_mobjects_among(self, values): """ This is meant mostly for quick prototyping, e.g. to add all mobjects defined up to a point, call self.add_mobjects_among(locals().values()) """ self.add(*filter(lambda m: isinstance(m, Mobject), values)) return self def remove(self, *mobjects): for list_name in "mobjects", "foreground_mobjects": self.restructure_mobjects(mobjects, list_name, False) return self def restructure_mobjects(self, to_remove, mobject_list_name="mobjects", extract_families=True): """ In cases where the scene contains a group, e.g. Group(m1, m2, m3), but one of its submobjects is removed, e.g. scene.remove(m1), the list of mobjects will be editing to contain other submobjects, but not m1, e.g. it will now insert m2 and m3 to where the group once was. """ if extract_families: to_remove = self.camera.extract_mobject_family_members(to_remove) _list = getattr(self, mobject_list_name) new_list = self.get_restructured_mobject_list(_list, to_remove) setattr(self, mobject_list_name, new_list) return self def get_restructured_mobject_list(self, mobjects, to_remove): new_mobjects = [] def add_safe_mobjects_from_list(list_to_examine, set_to_remove): for mob in list_to_examine: if mob in set_to_remove: continue intersect = set_to_remove.intersection(mob.get_family()) if intersect: add_safe_mobjects_from_list(mob.submobjects, intersect) else: new_mobjects.append(mob) add_safe_mobjects_from_list(mobjects, set(to_remove)) return new_mobjects # TODO, remove this, and calls to this def add_foreground_mobjects(self, *mobjects): self.foreground_mobjects = list_update(self.foreground_mobjects, mobjects) self.add(*mobjects) return self def add_foreground_mobject(self, mobject): return self.add_foreground_mobjects(mobject) def remove_foreground_mobjects(self, *to_remove): self.restructure_mobjects(to_remove, "foreground_mobjects") return self def remove_foreground_mobject(self, mobject): return self.remove_foreground_mobjects(mobject) def bring_to_front(self, *mobjects): self.add(*mobjects) return self def bring_to_back(self, *mobjects): self.remove(*mobjects) self.mobjects = list(mobjects) + self.mobjects return self def clear(self): self.mobjects = [] self.foreground_mobjects = [] return self def get_mobjects(self): return list(self.mobjects) def get_mobject_copies(self): return [m.copy() for m in self.mobjects] def get_moving_mobjects(self, *animations): # Go through mobjects from start to end, and # as soon as there's one that needs updating of # some kind per frame, return the list from that # point forward. animation_mobjects = [anim.mobject for anim in animations] mobjects = self.get_mobject_family_members() for i, mob in enumerate(mobjects): update_possibilities = [ mob in animation_mobjects, len(mob.get_family_updaters()) > 0, mob in self.foreground_mobjects ] if any(update_possibilities): return mobjects[i:] return [] def get_time_progression(self, run_time, n_iterations=None, override_skip_animations=False): if self.skip_animations and not override_skip_animations: times = [run_time] else: step = 1 / self.camera.frame_rate times = np.arange(0, run_time, step) time_progression = ProgressDisplay( times, total=n_iterations, leave=self.leave_progress_bars, ascii=False if platform.system() != 'Windows' else True) return time_progression def get_run_time(self, animations): return np.max([animation.run_time for animation in animations]) def get_animation_time_progression(self, animations): run_time = self.get_run_time(animations) time_progression = self.get_time_progression(run_time) time_progression.set_description("".join([ "Animation {}: ".format(self.num_plays), str(animations[0]), (", etc." if len(animations) > 1 else ""), ])) return time_progression def compile_play_args_to_animation_list(self, *args, **kwargs): """ Each arg can either be an animation, or a mobject method followed by that methods arguments (and potentially follow by a dict of kwargs for that method). This animation list is built by going through the args list, and each animation is simply added, but when a mobject method s hit, a MoveToTarget animation is built using the args that follow up until either another animation is hit, another method is hit, or the args list runs out. """ animations = [] state = { "curr_method": None, "last_method": None, "method_args": [], } def compile_method(state): if state["curr_method"] is None: return mobject = state["curr_method"].__self__ if state["last_method"] and state[ "last_method"].__self__ is mobject: animations.pop() # method should already have target then. else: mobject.generate_target() # if len(state["method_args"]) > 0 and isinstance( state["method_args"][-1], dict): method_kwargs = state["method_args"].pop() else: method_kwargs = {} state["curr_method"].__func__(mobject.target, *state["method_args"], **method_kwargs) animations.append(MoveToTarget(mobject)) state["last_method"] = state["curr_method"] state["curr_method"] = None state["method_args"] = [] for arg in args: if isinstance(arg, Animation): compile_method(state) animations.append(arg) elif inspect.ismethod(arg): compile_method(state) state["curr_method"] = arg elif state["curr_method"] is not None: state["method_args"].append(arg) elif isinstance(arg, Mobject): raise Exception(""" I think you may have invoked a method you meant to pass in as a Scene.play argument """) else: raise Exception("Invalid play arguments") compile_method(state) for animation in animations: # This is where kwargs to play like run_time and rate_func # get applied to all animations animation.update_config(**kwargs) return animations def update_skipping_status(self): if self.start_at_animation_number: if self.num_plays == self.start_at_animation_number: self.skip_animations = False if self.end_at_animation_number: if self.num_plays >= self.end_at_animation_number: self.skip_animations = True raise EndSceneEarlyException() def handle_play_like_call(func): def wrapper(self, *args, **kwargs): self.update_skipping_status() allow_write = not self.skip_animations self.file_writer.begin_animation(allow_write) func(self, *args, **kwargs) self.file_writer.end_animation(allow_write) self.num_plays += 1 return wrapper def begin_animations(self, animations): curr_mobjects = self.get_mobject_family_members() for animation in animations: # Begin animation animation.begin() # Anything animated that's not already in the # scene gets added to the scene mob = animation.mobject if mob not in curr_mobjects: self.add(mob) curr_mobjects += mob.get_family() def progress_through_animations(self, animations): # Paint all non-moving objects onto the screen, so they don't # have to be rendered every frame moving_mobjects = self.get_moving_mobjects(*animations) self.update_frame(excluded_mobjects=moving_mobjects) static_image = self.get_frame() last_t = 0 for t in self.get_animation_time_progression(animations): dt = t - last_t last_t = t for animation in animations: animation.update_mobjects(dt) alpha = t / animation.run_time animation.interpolate(alpha) self.update_mobjects(dt) self.update_frame(moving_mobjects, static_image) self.add_frames(self.get_frame()) def finish_animations(self, animations): for animation in animations: animation.finish() animation.clean_up_from_scene(self) self.mobjects_from_last_animation = [ anim.mobject for anim in animations ] if self.skip_animations: # TODO, run this call in for each animation? self.update_mobjects(self.get_run_time(animations)) else: self.update_mobjects(0) @handle_play_like_call def play(self, *args, **kwargs): if len(args) == 0: warnings.warn("Called Scene.play with no animations") return animations = self.compile_play_args_to_animation_list(*args, **kwargs) self.begin_animations(animations) self.progress_through_animations(animations) self.finish_animations(animations) def idle_stream(self): self.file_writer.idle_stream() def clean_up_animations(self, *animations): for animation in animations: animation.clean_up_from_scene(self) return self def get_mobjects_from_last_animation(self): if hasattr(self, "mobjects_from_last_animation"): return self.mobjects_from_last_animation return [] def get_wait_time_progression(self, duration, stop_condition): if stop_condition is not None: time_progression = self.get_time_progression( duration, n_iterations=-1, # So it doesn't show % progress override_skip_animations=True) time_progression.set_description("Waiting for {}".format( stop_condition.__name__)) else: time_progression = self.get_time_progression(duration) time_progression.set_description("Waiting {}".format( self.num_plays)) return time_progression @handle_play_like_call def wait(self, duration=DEFAULT_WAIT_TIME, stop_condition=None): self.update_mobjects(dt=0) # Any problems with this? if self.should_update_mobjects(): time_progression = self.get_wait_time_progression( duration, stop_condition) # TODO, be smart about setting a static image # the same way Scene.play does last_t = 0 for t in time_progression: dt = t - last_t last_t = t self.update_mobjects(dt) self.update_frame() self.add_frames(self.get_frame()) if stop_condition is not None and stop_condition(): time_progression.close() break elif self.skip_animations: # Do nothing return self else: self.update_frame() dt = 1 / self.camera.frame_rate n_frames = int(duration / dt) frame = self.get_frame() self.add_frames(*[frame] * n_frames) return self def wait_until(self, stop_condition, max_time=60): self.wait(max_time, stop_condition=stop_condition) def force_skipping(self): self.original_skipping_status = self.skip_animations self.skip_animations = True return self def revert_to_original_skipping_status(self): if hasattr(self, "original_skipping_status"): self.skip_animations = self.original_skipping_status return self def add_frames(self, *frames): dt = 1 / self.camera.frame_rate self.increment_time(len(frames) * dt) if self.skip_animations: return for frame in frames: self.file_writer.write_frame(frame) def add_sound(self, sound_file, time_offset=0, gain=None, **kwargs): if self.skip_animations: return time = self.get_time() + time_offset self.file_writer.add_sound(sound_file, time, gain, **kwargs) def show_frame(self): self.update_frame(ignore_skipping=True) self.get_image().show()
class Scene(object): CONFIG = { "window_config": {}, "camera_class": Camera, "camera_config": {}, "file_writer_config": {}, "skip_animations": False, "always_update_mobjects": False, "random_seed": 0, "start_at_animation_number": None, "end_at_animation_number": None, "leave_progress_bars": False, "preview": True, "presenter_mode": False, "linger_after_completion": True, "pan_sensitivity": 3, } def __init__(self, **kwargs): digest_config(self, kwargs) if self.preview: from manimlib.window import Window self.window = Window(scene=self, **self.window_config) self.camera_config["ctx"] = self.window.ctx self.camera_config["frame_rate"] = 30 # Where's that 30 from? else: self.window = None self.camera: Camera = self.camera_class(**self.camera_config) self.file_writer = SceneFileWriter(self, **self.file_writer_config) self.mobjects: list[Mobject] = [self.camera.frame] self.num_plays: int = 0 self.time: float = 0 self.skip_time: float = 0 self.original_skipping_status: bool = self.skip_animations if self.start_at_animation_number is not None: self.skip_animations = True # Items associated with interaction self.mouse_point = Point() self.mouse_drag_point = Point() self.hold_on_wait = self.presenter_mode # Much nicer to work with deterministic scenes if self.random_seed is not None: random.seed(self.random_seed) np.random.seed(self.random_seed) def run(self) -> None: self.virtual_animation_start_time: float = 0 self.real_animation_start_time: float = time.time() self.file_writer.begin() self.setup() try: self.construct() except EndSceneEarlyException: pass self.tear_down() def setup(self) -> None: """ This is meant to be implement by any scenes which are comonly subclassed, and have some common setup involved before the construct method is called. """ pass def construct(self) -> None: # Where all the animation happens # To be implemented in subclasses pass def tear_down(self) -> None: self.stop_skipping() self.file_writer.finish() if self.window and self.linger_after_completion: self.interact() def interact(self) -> None: # If there is a window, enter a loop # which updates the frame while under # the hood calling the pyglet event loop log.info( "Tips: You are now in the interactive mode. Now you can use the keyboard" " and the mouse to interact with the scene. Just press `q` if you want to quit." ) self.quit_interaction = False self.lock_static_mobject_data() while not (self.window.is_closing or self.quit_interaction): self.update_frame(1 / self.camera.frame_rate) if self.window.is_closing: self.window.destroy() if self.quit_interaction: self.unlock_mobject_data() def embed(self, close_scene_on_exit: bool = True) -> None: if not self.preview: # If the scene is just being # written, ignore embed calls return self.stop_skipping() self.linger_after_completion = False self.update_frame() # Save scene state at the point of embedding self.save_state() from IPython.terminal.embed import InteractiveShellEmbed shell = InteractiveShellEmbed() # Have the frame update after each command shell.events.register('post_run_cell', lambda *a, **kw: self.update_frame()) # Use the locals of the caller as the local namespace # once embedded, and add a few custom shortcuts local_ns = inspect.currentframe().f_back.f_locals local_ns["touch"] = self.interact for term in ("play", "wait", "add", "remove", "clear", "save_state", "restore"): local_ns[term] = getattr(self, term) log.info( "Tips: Now the embed iPython terminal is open. But you can't interact with" " the window directly. To do so, you need to type `touch()` or `self.interact()`" ) shell(local_ns=local_ns, stack_depth=2) # End scene when exiting an embed if close_scene_on_exit: raise EndSceneEarlyException() def __str__(self) -> str: return self.__class__.__name__ # Only these methods should touch the camera def get_image(self) -> Image: return self.camera.get_image() def show(self) -> None: self.update_frame(ignore_skipping=True) self.get_image().show() def update_frame(self, dt: float = 0, ignore_skipping: bool = False) -> None: self.increment_time(dt) self.update_mobjects(dt) if self.skip_animations and not ignore_skipping: return if self.window: self.window.clear() self.camera.clear() self.camera.capture(*self.mobjects) if self.window: self.window.swap_buffers() vt = self.time - self.virtual_animation_start_time rt = time.time() - self.real_animation_start_time if rt < vt: self.update_frame(0) def emit_frame(self) -> None: if not self.skip_animations: self.file_writer.write_frame(self.camera) # Related to updating def update_mobjects(self, dt: float) -> None: for mobject in self.mobjects: mobject.update(dt) def should_update_mobjects(self) -> bool: return self.always_update_mobjects or any( [len(mob.get_family_updaters()) > 0 for mob in self.mobjects]) def has_time_based_updaters(self) -> bool: return any([ sm.has_time_based_updater() for mob in self.mobjects() for sm in mob.get_family() ]) # Related to time def get_time(self) -> float: return self.time def increment_time(self, dt: float) -> None: self.time += dt # Related to internal mobject organization def get_top_level_mobjects(self) -> list[Mobject]: # Return only those which are not in the family # of another mobject from the scene mobjects = self.get_mobjects() families = [m.get_family() for m in mobjects] def is_top_level(mobject): num_families = sum([(mobject in family) for family in families]) return num_families == 1 return list(filter(is_top_level, mobjects)) def get_mobject_family_members(self) -> list[Mobject]: return extract_mobject_family_members(self.mobjects) def add(self, *new_mobjects: Mobject): """ Mobjects will be displayed, from background to foreground in the order with which they are added. """ self.remove(*new_mobjects) self.mobjects += new_mobjects return self def add_mobjects_among(self, values: Iterable): """ This is meant mostly for quick prototyping, e.g. to add all mobjects defined up to a point, call self.add_mobjects_among(locals().values()) """ self.add(*filter(lambda m: isinstance(m, Mobject), values)) return self def remove(self, *mobjects_to_remove: Mobject): self.mobjects = restructure_list_to_exclude_certain_family_members( self.mobjects, mobjects_to_remove) return self def bring_to_front(self, *mobjects: Mobject): self.add(*mobjects) return self def bring_to_back(self, *mobjects: Mobject): self.remove(*mobjects) self.mobjects = list(mobjects) + self.mobjects return self def clear(self): self.mobjects = [] return self def get_mobjects(self) -> list[Mobject]: return list(self.mobjects) def get_mobject_copies(self) -> list[Mobject]: return [m.copy() for m in self.mobjects] def point_to_mobject(self, point: np.ndarray, search_set: Iterable[Mobject] | None = None, buff: float = 0) -> Mobject | None: """ E.g. if clicking on the scene, this returns the top layer mobject under a given point """ if search_set is None: search_set = self.mobjects for mobject in reversed(search_set): if mobject.is_point_touching(point, buff=buff): return mobject return None # Related to skipping def update_skipping_status(self) -> None: if self.start_at_animation_number is not None: if self.num_plays == self.start_at_animation_number: self.skip_time = self.time if not self.original_skipping_status: self.stop_skipping() if self.end_at_animation_number is not None: if self.num_plays >= self.end_at_animation_number: raise EndSceneEarlyException() def stop_skipping(self) -> None: self.virtual_animation_start_time = self.time self.skip_animations = False # Methods associated with running animations def get_time_progression( self, run_time: float, n_iterations: int | None = None, desc: str = "", override_skip_animations: bool = False ) -> list[float] | np.ndarray | ProgressDisplay: if self.skip_animations and not override_skip_animations: return [run_time] else: step = 1 / self.camera.frame_rate times = np.arange(0, run_time, step) if self.file_writer.has_progress_display: self.file_writer.set_progress_display_subdescription(desc) return times return ProgressDisplay( times, total=n_iterations, leave=self.leave_progress_bars, ascii=True if platform.system() == 'Windows' else None, desc=desc, ) def get_run_time(self, animations: Iterable[Animation]) -> float: return np.max([animation.run_time for animation in animations]) def get_animation_time_progression( self, animations: Iterable[Animation] ) -> list[float] | np.ndarray | ProgressDisplay: run_time = self.get_run_time(animations) description = f"{self.num_plays} {animations[0]}" if len(animations) > 1: description += ", etc." time_progression = self.get_time_progression(run_time, desc=description) return time_progression def get_wait_time_progression( self, duration: float, stop_condition: Callable[[], bool] | None = None ) -> list[float] | np.ndarray | ProgressDisplay: kw = {"desc": f"{self.num_plays} Waiting"} if stop_condition is not None: kw["n_iterations"] = -1 # So it doesn't show % progress kw["override_skip_animations"] = True return self.get_time_progression(duration, **kw) def anims_from_play_args(self, *args, **kwargs) -> list[Animation]: """ Each arg can either be an animation, or a mobject method followed by that methods arguments (and potentially follow by a dict of kwargs for that method). This animation list is built by going through the args list, and each animation is simply added, but when a mobject method s hit, a MoveToTarget animation is built using the args that follow up until either another animation is hit, another method is hit, or the args list runs out. """ animations = [] state = { "curr_method": None, "last_method": None, "method_args": [], } def compile_method(state): if state["curr_method"] is None: return mobject = state["curr_method"].__self__ if state["last_method"] and state[ "last_method"].__self__ is mobject: animations.pop() # method should already have target then. else: mobject.generate_target() # if len(state["method_args"]) > 0 and isinstance( state["method_args"][-1], dict): method_kwargs = state["method_args"].pop() else: method_kwargs = {} state["curr_method"].__func__(mobject.target, *state["method_args"], **method_kwargs) animations.append(MoveToTarget(mobject)) state["last_method"] = state["curr_method"] state["curr_method"] = None state["method_args"] = [] for arg in args: if inspect.ismethod(arg): compile_method(state) state["curr_method"] = arg elif state["curr_method"] is not None: state["method_args"].append(arg) elif isinstance(arg, Mobject): raise Exception(""" I think you may have invoked a method you meant to pass in as a Scene.play argument """) else: try: anim = prepare_animation(arg) except TypeError: raise TypeError( f"Unexpected argument {arg} passed to Scene.play()") compile_method(state) animations.append(anim) compile_method(state) for animation in animations: # This is where kwargs to play like run_time and rate_func # get applied to all animations animation.update_config(**kwargs) return animations def handle_play_like_call(func): @wraps(func) def wrapper(self, *args, **kwargs): self.update_skipping_status() should_write = not self.skip_animations if should_write: self.file_writer.begin_animation() if self.window: self.real_animation_start_time = time.time() self.virtual_animation_start_time = self.time func(self, *args, **kwargs) if should_write: self.file_writer.end_animation() self.num_plays += 1 return wrapper def lock_static_mobject_data(self, *animations: Animation) -> None: movers = list( it.chain(*[anim.mobject.get_family() for anim in animations])) for mobject in self.mobjects: if mobject in movers or mobject.get_family_updaters(): continue self.camera.set_mobjects_as_static(mobject) def unlock_mobject_data(self) -> None: self.camera.release_static_mobjects() def refresh_locked_data(self): self.unlock_mobject_data() self.lock_static_mobject_data() return self def begin_animations(self, animations: Iterable[Animation]) -> None: for animation in animations: animation.begin() # Anything animated that's not already in the # scene gets added to the scene. Note, for # animated mobjects that are in the family of # those on screen, this can result in a restructuring # of the scene.mobjects list, which is usually desired. if animation.mobject not in self.mobjects: self.add(animation.mobject) def progress_through_animations(self, animations: Iterable[Animation]) -> None: last_t = 0 for t in self.get_animation_time_progression(animations): dt = t - last_t last_t = t for animation in animations: animation.update_mobjects(dt) alpha = t / animation.run_time animation.interpolate(alpha) self.update_frame(dt) self.emit_frame() def finish_animations(self, animations: Iterable[Animation]) -> None: for animation in animations: animation.finish() animation.clean_up_from_scene(self) if self.skip_animations: self.update_mobjects(self.get_run_time(animations)) else: self.update_mobjects(0) @handle_play_like_call def play(self, *args, **kwargs) -> None: if len(args) == 0: log.warning("Called Scene.play with no animations") return animations = self.anims_from_play_args(*args, **kwargs) self.lock_static_mobject_data(*animations) self.begin_animations(animations) self.progress_through_animations(animations) self.finish_animations(animations) self.unlock_mobject_data() @handle_play_like_call def wait(self, duration: float = DEFAULT_WAIT_TIME, stop_condition: Callable[[], bool] = None, note: str = None, ignore_presenter_mode: bool = False): if note: log.info(note) self.update_mobjects(dt=0) # Any problems with this? self.lock_static_mobject_data() if self.presenter_mode and not self.skip_animations and not ignore_presenter_mode: while self.hold_on_wait: self.update_frame(dt=1 / self.camera.frame_rate) self.hold_on_wait = True else: time_progression = self.get_wait_time_progression( duration, stop_condition) last_t = 0 for t in time_progression: dt = t - last_t last_t = t self.update_frame(dt) self.emit_frame() if stop_condition is not None and stop_condition(): time_progression.close() break self.unlock_mobject_data() return self def wait_until(self, stop_condition: Callable[[], bool], max_time: float = 60): self.wait(max_time, stop_condition=stop_condition) def force_skipping(self): self.original_skipping_status = self.skip_animations self.skip_animations = True return self def revert_to_original_skipping_status(self): if hasattr(self, "original_skipping_status"): self.skip_animations = self.original_skipping_status return self def add_sound(self, sound_file: str, time_offset: float = 0, gain: float | None = None, gain_to_background: float | None = None): if self.skip_animations: return time = self.get_time() + time_offset self.file_writer.add_sound(sound_file, time, gain, gain_to_background) # Helpers for interactive development def save_state(self) -> None: self.saved_state = { "mobjects": self.mobjects, "mobject_states": [mob.copy() for mob in self.mobjects], } def restore(self) -> None: if not hasattr(self, "saved_state"): raise Exception("Trying to restore scene without having saved") mobjects = self.saved_state["mobjects"] states = self.saved_state["mobject_states"] for mob, state in zip(mobjects, states): mob.become(state) self.mobjects = mobjects # Event handling def on_mouse_motion(self, point: np.ndarray, d_point: np.ndarray) -> None: self.mouse_point.move_to(point) event_data = {"point": point, "d_point": d_point} propagate_event = EVENT_DISPATCHER.dispatch(EventType.MouseMotionEvent, **event_data) if propagate_event is not None and propagate_event is False: return frame = self.camera.frame if self.window.is_key_pressed(ord("d")): frame.increment_theta(-self.pan_sensitivity * d_point[0]) frame.increment_phi(self.pan_sensitivity * d_point[1]) elif self.window.is_key_pressed(ord("s")): shift = -d_point shift[0] *= frame.get_width() / 2 shift[1] *= frame.get_height() / 2 transform = frame.get_inverse_camera_rotation_matrix() shift = np.dot(np.transpose(transform), shift) frame.shift(shift) def on_mouse_drag(self, point: np.ndarray, d_point: np.ndarray, buttons: int, modifiers: int) -> None: self.mouse_drag_point.move_to(point) event_data = { "point": point, "d_point": d_point, "buttons": buttons, "modifiers": modifiers } propagate_event = EVENT_DISPATCHER.dispatch(EventType.MouseDragEvent, **event_data) if propagate_event is not None and propagate_event is False: return def on_mouse_press(self, point: np.ndarray, button: int, mods: int) -> None: event_data = {"point": point, "button": button, "mods": mods} propagate_event = EVENT_DISPATCHER.dispatch(EventType.MousePressEvent, **event_data) if propagate_event is not None and propagate_event is False: return def on_mouse_release(self, point: np.ndarray, button: int, mods: int) -> None: event_data = {"point": point, "button": button, "mods": mods} propagate_event = EVENT_DISPATCHER.dispatch( EventType.MouseReleaseEvent, **event_data) if propagate_event is not None and propagate_event is False: return def on_mouse_scroll(self, point: np.ndarray, offset: np.ndarray) -> None: event_data = {"point": point, "offset": offset} propagate_event = EVENT_DISPATCHER.dispatch(EventType.MouseScrollEvent, **event_data) if propagate_event is not None and propagate_event is False: return frame = self.camera.frame if self.window.is_key_pressed(ord("z")): factor = 1 + np.arctan(10 * offset[1]) frame.scale(1 / factor, about_point=point) else: transform = frame.get_inverse_camera_rotation_matrix() shift = np.dot(np.transpose(transform), offset) frame.shift(-20.0 * shift) def on_key_release(self, symbol: int, modifiers: int) -> None: event_data = {"symbol": symbol, "modifiers": modifiers} propagate_event = EVENT_DISPATCHER.dispatch(EventType.KeyReleaseEvent, **event_data) if propagate_event is not None and propagate_event is False: return def on_key_press(self, symbol: int, modifiers: int) -> None: try: char = chr(symbol) except OverflowError: log.warning("The value of the pressed key is too large.") return event_data = {"symbol": symbol, "modifiers": modifiers} propagate_event = EVENT_DISPATCHER.dispatch(EventType.KeyPressEvent, **event_data) if propagate_event is not None and propagate_event is False: return if char == "r": self.camera.frame.to_default_state() elif char == "q": self.quit_interaction = True elif char == " " or symbol == 65363: # Space or right arrow self.hold_on_wait = False elif char == "e" and modifiers == 3: # ctrl + shift + e self.embed(close_scene_on_exit=False) def on_resize(self, width: int, height: int) -> None: self.camera.reset_pixel_shape(width, height) def on_show(self) -> None: pass def on_hide(self) -> None: pass def on_close(self) -> None: pass
class Scene(Container): """ A Scene can be thought of as the Canvas of your animation. All of your own named Scenes will be subclasses of this Scene, or other named scenes. Use a construct() function to tell Manim what should go on in the Scene. E.G: class MyScene(Scene): def construct(self): self.play( Write(Text("Hello World!")) ) Some important variables to note are: camera: The camera object to be used for the scene. file_writer : The object that writes the animations in the scene to a video file. mobjects : The list of mobjects present in the scene. foreground_mobjects : List of mobjects explicitly in the foreground. num_plays : Number of play() functions in the scene. time: time elapsed since initialisation of scene. random_seed: The seed with which all random operations are done. """ CONFIG = { "camera_class": Camera, "camera_config": {}, "file_writer_config": {}, "skip_animations": False, "always_update_mobjects": False, "random_seed": 0, "start_at_animation_number": None, "end_at_animation_number": None, "leave_progress_bars": False, } def __init__(self, **kwargs): Container.__init__(self, **kwargs) self.camera = self.camera_class(**self.camera_config) self.file_writer = SceneFileWriter( self, **self.file_writer_config, ) self.mobjects = [] # TODO, remove need for foreground mobjects self.foreground_mobjects = [] self.num_plays = 0 self.time = 0 self.original_skipping_status = self.skip_animations if self.random_seed is not None: random.seed(self.random_seed) np.random.seed(self.random_seed) self.setup() try: self.construct() except EndSceneEarlyException: pass self.tear_down() self.file_writer.finish() self.print_end_message() def setup(self): """ This is meant to be implemented by any scenes which are comonly subclassed, and have some common setup involved before the construct method is called. """ pass def tear_down(self): """ This is meant to be implemented by any scenes which are commonly subclassed, and have some common method to be invoked before the scene ends. """ pass def construct(self): """ The primary method for constructing (i.e adding content to) the Scene. """ pass # To be implemented in subclasses def __str__(self): return self.__class__.__name__ def print_end_message(self): """ Used internally to print the number of animations played after the scene ends. """ print("Played {} animations".format(self.num_plays)) def set_variables_as_attrs(self, *objects, **newly_named_objects): """ This method is slightly hacky, making it a little easier for certain methods (typically subroutines of construct) to share local variables. """ caller_locals = inspect.currentframe().f_back.f_locals for key, value in list(caller_locals.items()): for o in objects: if value is o: setattr(self, key, value) for key, value in list(newly_named_objects.items()): setattr(self, key, value) return self def get_attrs(self, *keys): """ Gets attributes of a scene given the attribute's identifier/name. Parameters ---------- *args: (str) Name(s) of the argument(s) to return the attribute of. Returns ------- list List of attributes of the passed identifiers. """ return [getattr(self, key) for key in keys] # Only these methods should touch the camera def set_camera(self, camera): """ Sets the scene's camera to be the passed Camera Object. Parameters ---------- camera: Union[Camera, MappingCamera,MovingCamera,MultiCamera,ThreeDCamera] Camera object to use. """ self.camera = camera def get_frame(self): """ Gets current frame as NumPy array. Returns ------- np.array NumPy array of pixel values of each pixel in screen """ return np.array(self.camera.get_pixel_array()) def get_image(self): """ Gets current frame as PIL Image Returns ------- PIL.Image PIL Image object of current frame. """ return self.camera.get_image() def set_camera_pixel_array(self, pixel_array): """ Sets the camera to display a Pixel Array Parameters ---------- pixel_array: Union[np.ndarray,list,tuple] Pixel array to set the camera to display """ self.camera.set_pixel_array(pixel_array) def set_camera_background(self, background): """ Sets the camera to display a Pixel Array Parameters ---------- background: Union[np.ndarray,list,tuple] """ self.camera.set_background(background) def reset_camera(self): """ Resets the Camera to its original configuration. """ self.camera.reset() def capture_mobjects_in_camera( self, mobjects, **kwargs): #TODO Add more detail to docstring. """ This method is used internally. """ self.camera.capture_mobjects(mobjects, **kwargs) def update_frame( #TODO Description in Docstring self, mobjects=None, background=None, include_submobjects=True, ignore_skipping=True, **kwargs): """ Parameters: ----------- mobjects: list list of mobjects background: np.ndarray Pixel Array for Background include_submobjects: bool (True) ignore_skipping : bool (True) **kwargs """ if self.skip_animations and not ignore_skipping: return if mobjects is None: mobjects = list_update( self.mobjects, self.foreground_mobjects, ) if background is not None: self.set_camera_pixel_array(background) else: self.reset_camera() kwargs["include_submobjects"] = include_submobjects self.capture_mobjects_in_camera(mobjects, **kwargs) def freeze_background(self): self.update_frame() self.set_camera(Camera(self.get_frame())) self.clear() ### def update_mobjects(self, dt): """ Begins updating all mobjects in the Scene. Parameters ---------- dt: Union[int,float] Change in time between updates. Defaults (mostly) to 1/frames_per_second """ for mobject in self.mobjects: mobject.update(dt) def should_update_mobjects(self): """ Returns True if any mobject in Scene is being updated or if the scene has always_update_mobjects set to true. Returns ------- bool """ return self.always_update_mobjects or any([ mob.has_time_based_updater() for mob in self.get_mobject_family_members() ]) ### def get_time(self): """ Returns time in seconds elapsed after initialisation of scene Returns ------- self.time : Union[int,float] Returns time in seconds elapsed after initialisation of scene """ return self.time def increment_time(self, d_time): """ Increments the time elapsed after intialisation of scene by passed "d_time". Parameters ---------- d_time : Union[int,float] Time in seconds to increment by. """ self.time += d_time ### def get_top_level_mobjects(self): """ Returns all mobjects which are not submobjects. Returns ------- list List of top level mobjects. """ # Return only those which are not in the family # of another mobject from the scene mobjects = self.get_mobjects() families = [m.get_family() for m in mobjects] def is_top_level(mobject): num_families = sum([(mobject in family) for family in families]) return num_families == 1 return list(filter(is_top_level, mobjects)) def get_mobject_family_members(self): """ Returns list of family-members of all mobjects in scene. If a Circle() and a VGroup(Rectangle(),Triangle()) were added, it returns not only the Circle(), Rectangle() and Triangle(), but also the VGroup() object. Returns ------- list List of mobject family members. """ return self.camera.extract_mobject_family_members(self.mobjects) def add(self, *mobjects): """ Mobjects will be displayed, from background to foreground in the order with which they are added. Parameters --------- *mobjects Mobjects to add. Returns ------- Scene The same scene after adding the Mobjects in. """ mobjects = [*mobjects, *self.foreground_mobjects] self.restructure_mobjects(to_remove=mobjects) self.mobjects += mobjects return self def add_mobjects_among(self, values): """ This is meant mostly for quick prototyping, e.g. to add all mobjects defined up to a point, call self.add_mobjects_among(locals().values()) """ self.add(*filter(lambda m: isinstance(m, Mobject), values)) return self def remove(self, *mobjects): """ Removes mobjects in the passed list of mobjects from the scene and the foreground, by removing them from "mobjects" and "foreground_mobjects" """ for list_name in "mobjects", "foreground_mobjects": self.restructure_mobjects(mobjects, list_name, False) return self def restructure_mobjects(self, to_remove, mobject_list_name="mobjects", extract_families=True): """ tl:wr If your scene has a Group(), and you removed a mobject from the Group, this dissolves the group and puts the rest of the mobjects directly in self.mobjects or self.foreground_mobjects. In cases where the scene contains a group, e.g. Group(m1, m2, m3), but one of its submobjects is removed, e.g. scene.remove(m1), the list of mobjects will be edited to contain other submobjects, but not m1, e.g. it will now insert m2 and m3 to where the group once was. Parameters ---------- to_remove : Mobject The Mobject to remove. mobject_list_name : str The list of mobjects ("mobjects", "foreground_mobjects" etc) to remove from. extract_families : bool Whether the mobject's families should be recursively extracted. Returns ------- Scene The Scene mobject with restructured Mobjects. """ if extract_families: to_remove = self.camera.extract_mobject_family_members(to_remove) _list = getattr(self, mobject_list_name) new_list = self.get_restructured_mobject_list(_list, to_remove) setattr(self, mobject_list_name, new_list) return self def get_restructured_mobject_list(self, mobjects, to_remove): """ Given a list of mobjects and a list of mobjects to be removed, this filters out the removable mobjects from the list of mobjects. Parameters ---------- mobjects : list The Mobjects to check. to_remove : list The list of mobjects to remove. Returns ------- list The list of mobjects with the mobjects to remove removed. """ new_mobjects = [] def add_safe_mobjects_from_list(list_to_examine, set_to_remove): for mob in list_to_examine: if mob in set_to_remove: continue intersect = set_to_remove.intersection(mob.get_family()) if intersect: add_safe_mobjects_from_list(mob.submobjects, intersect) else: new_mobjects.append(mob) add_safe_mobjects_from_list(mobjects, set(to_remove)) return new_mobjects # TODO, remove this, and calls to this def add_foreground_mobjects(self, *mobjects): """ Adds mobjects to the foreground, and internally to the list foreground_mobjects, and mobjects. Parameters ---------- *mobjects : Mobject The Mobjects to add to the foreground. Returns ------ Scene The Scene, with the foreground mobjects added. """ self.foreground_mobjects = list_update(self.foreground_mobjects, mobjects) self.add(*mobjects) return self def add_foreground_mobject(self, mobject): """ Adds a single mobject to the foreground, and internally to the list foreground_mobjects, and mobjects. Parameters ---------- mobject : Mobject The Mobject to add to the foreground. Returns ------ Scene The Scene, with the foreground mobject added. """ return self.add_foreground_mobjects(mobject) def remove_foreground_mobjects(self, *to_remove): """ Removes mobjects from the foreground, and internally from the list foreground_mobjects. Parameters ---------- *to_remove : Mobject The mobject(s) to remove from the foreground. Returns ------ Scene The Scene, with the foreground mobjects removed. """ self.restructure_mobjects(to_remove, "foreground_mobjects") return self def remove_foreground_mobject(self, mobject): """ Removes a single mobject from the foreground, and internally from the list foreground_mobjects. Parameters ---------- mobject : Mobject The mobject to remove from the foreground. Returns ------ Scene The Scene, with the foreground mobject removed. """ return self.remove_foreground_mobjects(mobject) def bring_to_front(self, *mobjects): """ Adds the passed mobjects to the scene again, pushing them to he front of the scene. Parameters ---------- *mobjects : Mobject The mobject(s) to bring to the front of the scene. Returns ------ Scene The Scene, with the mobjects brought to the front of the scene. """ self.add(*mobjects) return self def bring_to_back(self, *mobjects): """ Removes the mobject from the scene and adds them to the back of the scene. Parameters ---------- *mobjects : Mobject The mobject(s) to push to the back of the scene. Returns ------ Scene The Scene, with the mobjects pushed to the back of the scene. """ self.remove(*mobjects) self.mobjects = list(mobjects) + self.mobjects return self def clear(self): """ Removes all mobjects present in self.mobjects and self.foreground_mobjects from the scene. Returns ------ Scene The Scene, with all of its mobjects in self.mobjects and self.foreground_mobjects removed. """ self.mobjects = [] self.foreground_mobjects = [] return self def get_mobjects(self): """ Returns all the mobjects in self.mobjects Returns ------ list The list of self.mobjects . """ return list(self.mobjects) def get_mobject_copies(self): """ Returns a copy of all mobjects present in self.mobjects . Returns ------ list A list of the copies of all the mobjects in self.mobjects """ return [m.copy() for m in self.mobjects] def get_moving_mobjects(self, *animations): """ Gets all moving mobjects in the passed animation(s). Parameters ---------- *animations The animations to check for moving mobjects. Returns ------ list The list of mobjects that could be moving in the Animation(s) """ # Go through mobjects from start to end, and # as soon as there's one that needs updating of # some kind per frame, return the list from that # point forward. animation_mobjects = [anim.mobject for anim in animations] mobjects = self.get_mobject_family_members() for i, mob in enumerate(mobjects): update_possibilities = [ mob in animation_mobjects, len(mob.get_family_updaters()) > 0, mob in self.foreground_mobjects ] if any(update_possibilities): return mobjects[i:] return [] def get_time_progression(self, run_time, n_iterations=None, override_skip_animations=False): """ You will hardly use this when making your own animations. This method is for Manim's internal use. Returns a CommandLine ProgressBar whose fill_time is dependent on the run_time of an animation, the iterations to perform in that animation and a bool saying whether or not to consider the skipped animations. Parameters ---------- run_time: Union[int,float] The run_time of the animation. n_iterations: None, int The number of iterations in the animation. override_skip_animations: bool (True) Whether or not to show skipped animations in the progress bar. Returns ------ ProgressDisplay The CommandLine Progress Bar. """ if self.skip_animations and not override_skip_animations: times = [run_time] else: step = 1 / self.camera.frame_rate times = np.arange(0, run_time, step) time_progression = ProgressDisplay( times, total=n_iterations, leave=self.leave_progress_bars, ascii=False if platform.system() != 'Windows' else True) return time_progression def get_run_time(self, animations): """ Gets the total run time for a list of animations. Parameters ---------- animations: list A list of the animations whose total run_time is to be calculated. Returns ------ float The total run_time of all of the animations in the list. """ return np.max([animation.run_time for animation in animations]) def get_animation_time_progression(self, animations): """ You will hardly use this when making your own animations. This method is for Manim's internal use. Uses get_time_progression to obtaina CommandLine ProgressBar whose fill_time is dependent on the qualities of the passed animation, Parameters ---------- animations : list The list of animations to get the time progression for. Returns ------ ProgressDisplay The CommandLine Progress Bar. """ run_time = self.get_run_time(animations) time_progression = self.get_time_progression(run_time) time_progression.set_description("".join([ "Animation {}: ".format(self.num_plays), str(animations[0]), (", etc." if len(animations) > 1 else ""), ])) return time_progression def compile_play_args_to_animation_list(self, *args, **kwargs): """ Each arg can either be an animation, or a mobject method followed by that methods arguments (and potentially follow by a dict of kwargs for that method). This animation list is built by going through the args list, and each animation is simply added, but when a mobject method s hit, a MoveToTarget animation is built using the args that follow up until either another animation is hit, another method is hit, or the args list runs out. Parameters ---------- *args : Union[Animation, method(of a mobject, which is followed by that method's arguments)] **kwargs : any named arguments like run_time or lag_ratio. Returns ------- list : list of animations with the parameters applied to them. """ animations = [] state = { "curr_method": None, "last_method": None, "method_args": [], } def compile_method(state): if state["curr_method"] is None: return mobject = state["curr_method"].__self__ if state["last_method"] and state[ "last_method"].__self__ is mobject: animations.pop() # method should already have target then. else: mobject.generate_target() # if len(state["method_args"]) > 0 and isinstance( state["method_args"][-1], dict): method_kwargs = state["method_args"].pop() else: method_kwargs = {} state["curr_method"].__func__(mobject.target, *state["method_args"], **method_kwargs) animations.append(MoveToTarget(mobject)) state["last_method"] = state["curr_method"] state["curr_method"] = None state["method_args"] = [] for arg in args: if isinstance(arg, Animation): compile_method(state) animations.append(arg) elif inspect.ismethod(arg): compile_method(state) state["curr_method"] = arg elif state["curr_method"] is not None: state["method_args"].append(arg) elif isinstance(arg, Mobject): raise Exception(""" I think you may have invoked a method you meant to pass in as a Scene.play argument """) else: raise Exception("Invalid play arguments") compile_method(state) for animation in animations: # This is where kwargs to play like run_time and rate_func # get applied to all animations animation.update_config(**kwargs) return animations def update_skipping_status(self): """ This method is used internally to check if the current animation needs to be skipped or not. It also checks if the number of animations that were played correspond to the number of animations that need to be played, and raises an EndSceneEarlyException if they don't correspond. """ if self.start_at_animation_number: if self.num_plays == self.start_at_animation_number: self.skip_animations = False if self.end_at_animation_number: if self.num_plays >= self.end_at_animation_number: self.skip_animations = True raise EndSceneEarlyException() def handle_play_like_call(func): """ This method is used internally to wrap the passed function, into a function that actually writes to the video stream. Simultaneously, it also adds to the number of animations played. Parameters ---------- func: function object The play() like function that has to be written to the video file stream. Returns ------- function object The play() like function that can now write to the video file stream. """ def wrapper(self, *args, **kwargs): self.update_skipping_status() allow_write = not self.skip_animations self.file_writer.begin_animation(allow_write) func(self, *args, **kwargs) self.file_writer.end_animation(allow_write) self.num_plays += 1 return wrapper def begin_animations(self, animations): """ This method begins the list of animations that is passed, and adds any mobjects involved (if not already present) to the scene again. Parameters ---------- animations: list List of involved animations. """ curr_mobjects = self.get_mobject_family_members() for animation in animations: # Begin animation animation.begin() # Anything animated that's not already in the # scene gets added to the scene mob = animation.mobject if mob not in curr_mobjects: self.add(mob) curr_mobjects += mob.get_family() def progress_through_animations(self, animations): """ This method progresses through each animation in the list passed and and updates the frames as required. Parameters ---------- animations: list List of involved animations. """ # Paint all non-moving objects onto the screen, so they don't # have to be rendered every frame moving_mobjects = self.get_moving_mobjects(*animations) self.update_frame(excluded_mobjects=moving_mobjects) static_image = self.get_frame() last_t = 0 for t in self.get_animation_time_progression(animations): dt = t - last_t last_t = t for animation in animations: animation.update_mobjects(dt) alpha = t / animation.run_time animation.interpolate(alpha) self.update_mobjects(dt) self.update_frame(moving_mobjects, static_image) self.add_frames(self.get_frame()) def finish_animations(self, animations): """ This function cleans up after the end of each animation in the passed list. Parameters ---------- animations: list list of animations to finish. """ for animation in animations: animation.finish() animation.clean_up_from_scene(self) self.mobjects_from_last_animation = [ anim.mobject for anim in animations ] if self.skip_animations: # TODO, run this call in for each animation? self.update_mobjects(self.get_run_time(animations)) else: self.update_mobjects(0) @handle_play_like_call def play(self, *args, **kwargs): """ This method is used to prep the animations for rendering, apply the arguments and parameters required to them, render them, and write them to the video file. Parameters ---------- *args: Animation, mobject with mobject method and params **kwargs: named parameters affecting what was passed in *args e.g run_time, lag_ratio etc. """ if len(args) == 0: warnings.warn("Called Scene.play with no animations") return animations = self.compile_play_args_to_animation_list(*args, **kwargs) self.begin_animations(animations) self.progress_through_animations(animations) self.finish_animations(animations) def idle_stream(self): """ This method is used internally to idle the vide file_writer until an animation etc needs to be written to the video file. """ self.file_writer.idle_stream() def clean_up_animations(self, *animations): """ This method cleans up and removes from the scene all the animations that were passed Parameters ---------- *animations: Animation Animation to clean up. Returns ------- Scene The scene with the animations cleaned up. """ for animation in animations: animation.clean_up_from_scene(self) return self def get_mobjects_from_last_animation(self): """ This method returns the mobjects from the previous played animation, if any exist, and returns an empty list if not. Returns -------- list The list of mobjects from the previous animation. """ if hasattr(self, "mobjects_from_last_animation"): return self.mobjects_from_last_animation return [] def get_wait_time_progression(self, duration, stop_condition): """ This method is used internally to obtain the CommandLine Progressbar for when self.wait() is called in a scene. Parameters ---------- duration: Union[list,float] duration of wait time stop_condition: function The function which determines whether to continue waiting. Returns ------- ProgressBar The CommandLine ProgressBar of the wait time """ if stop_condition is not None: time_progression = self.get_time_progression( duration, n_iterations=-1, # So it doesn't show % progress override_skip_animations=True) time_progression.set_description("Waiting for {}".format( stop_condition.__name__)) else: time_progression = self.get_time_progression(duration) time_progression.set_description("Waiting {}".format( self.num_plays)) return time_progression @handle_play_like_call def wait(self, duration=DEFAULT_WAIT_TIME, stop_condition=None): """ This method is used to wait, and do nothing to the scene, for some duration. Updaters stop updating, nothing happens. Parameters ---------- duration : Union[float, int] The duration of wait time. Defaults to None. stop_condition : A function that determines whether to stop waiting or not. Returns ------- Scene The scene, after waiting. """ self.update_mobjects(dt=0) # Any problems with this? if self.should_update_mobjects(): time_progression = self.get_wait_time_progression( duration, stop_condition) # TODO, be smart about setting a static image # the same way Scene.play does last_t = 0 for t in time_progression: dt = t - last_t last_t = t self.update_mobjects(dt) self.update_frame() self.add_frames(self.get_frame()) if stop_condition is not None and stop_condition(): time_progression.close() break elif self.skip_animations: # Do nothing return self else: self.update_frame() dt = 1 / self.camera.frame_rate n_frames = int(duration / dt) frame = self.get_frame() self.add_frames(*[frame] * n_frames) return self def wait_until(self, stop_condition, max_time=60): """ Like a wrapper for wait(). You pass a function that determines whether to continue waiting, and a max wait time if that is never fulfilled. Parameters ---------- stop_condition: function definition The function whose boolean return value determines whether to continue waiting max_time: Union[int,float] The maximum wait time in seconds, if the stop_condition is never fulfilled. Defaults to 60. """ self.wait(max_time, stop_condition=stop_condition) def force_skipping(self): """ This forces the skipping of animations, by setting original_skipping_status to whatever skip_animations was, and setting skip_animations to True. Returns ------- Scene The Scene, with skipping turned on. """ self.original_skipping_status = self.skip_animations self.skip_animations = True return self def revert_to_original_skipping_status(self): """ Forces the scene to go back to its original skipping status, by setting skip_animations to whatever it reads from original_skipping_status. Returns ------- Scene The Scene, with the original skipping status. """ if hasattr(self, "original_skipping_status"): self.skip_animations = self.original_skipping_status return self def add_frames(self, *frames): """ Adds a frame to the video_file_stream Parameters ---------- *frames : numpy.ndarray The frames to add, as pixel arrays. """ dt = 1 / self.camera.frame_rate self.increment_time(len(frames) * dt) if self.skip_animations: return for frame in frames: self.file_writer.write_frame(frame) def add_sound(self, sound_file, time_offset=0, gain=None, **kwargs): """ This method is used to add a sound to the animation. Parameters ---------- sound_file: str The path to the sound file. time_offset: int,float = 0 The offset in the sound file after which the sound can be played. gain: **kwargs : Present for excess? """ if self.skip_animations: return time = self.get_time() + time_offset self.file_writer.add_sound(sound_file, time, gain, **kwargs) def show_frame(self): """ Opens the current frame in the Default Image Viewer of your system. """ self.update_frame(ignore_skipping=True) self.get_image().show()
class Scene(object): CONFIG = { "window_config": {}, "camera_class": Camera, "camera_config": {}, "file_writer_config": {}, "skip_animations": False, "always_update_mobjects": False, "random_seed": 0, "start_at_animation_number": None, "end_at_animation_number": None, "leave_progress_bars": False, "preview": True, "linger_after_completion": True, } def __init__(self, **kwargs): digest_config(self, kwargs) if self.preview: from manimlib.window import Window self.window = Window(scene=self, **self.window_config) self.camera_config["ctx"] = self.window.ctx else: self.window = None self.camera = self.camera_class(**self.camera_config) self.file_writer = SceneFileWriter(self, **self.file_writer_config) self.mobjects = [] self.num_plays = 0 self.speed_up = 1.0 self.time = 0 self.skip_time = 0 self.original_skipping_status = self.skip_animations # Items associated with interaction self.mouse_point = Point() self.mouse_drag_point = Point() # Much nicer to work with deterministic scenes if self.random_seed is not None: random.seed(self.random_seed) np.random.seed(self.random_seed) def run(self): self.virtual_animation_start_time = 0 self.real_animation_start_time = time.time() self.file_writer.begin() self.setup() try: self.construct() except EndSceneEarlyException: pass self.tear_down() def setup(self): """ This is meant to be implement by any scenes which are comonly subclassed, and have some common setup involved before the construct method is called. """ pass def construct(self): # Where all the animation happens # To be implemented in subclasses pass def tear_down(self): self.stop_skipping() self.file_writer.finish() if self.window and self.linger_after_completion: self.interact() def interact(self): # If there is a window, enter a loop # which updates the frame while under # the hood calling the pyglet event loop self.quit_interaction = False self.lock_static_mobject_data() while not (self.window.is_closing or self.quit_interaction): self.update_frame() if self.window.is_closing: self.window.destroy() if self.quit_interaction: self.unlock_mobject_data() def embed(self): if not self.preview: # If the scene is just being # written, ignore embed calls return self.stop_skipping() self.linger_after_completion = False self.update_frame() from IPython.terminal.embed import InteractiveShellEmbed shell = InteractiveShellEmbed() # Have the frame update after each command shell.events.register('post_run_cell', lambda *a, **kw: self.update_frame()) # Use the locals of the caller as the local namespace # once embeded, and add a few custom shortcuts local_ns = inspect.currentframe().f_back.f_locals local_ns["touch"] = self.interact for term in ("play", "wait", "add", "remove", "clear", "save_state", "restore"): local_ns[term] = getattr(self, term) shell(local_ns=local_ns, stack_depth=2) # End scene when exiting an embed. raise EndSceneEarlyException() def __str__(self): return self.__class__.__name__ # Only these methods should touch the camera def get_image(self): return self.camera.get_image() def show(self): self.update_frame(ignore_skipping=True) self.get_image().show() def update_frame(self, dt=0, ignore_skipping=False): self.increment_time(dt) self.update_mobjects(dt) if self.skip_animations and not ignore_skipping: return if self.window: self.window.clear() self.camera.clear() self.camera.capture(*self.mobjects) if self.window: try: self.window.swap_buffers() vt = self.time - self.virtual_animation_start_time rt = time.time() - self.real_animation_start_time if rt < vt: self.update_frame(0) except: print("scene update frame except, exit") exit(0) def emit_frame(self): if not self.skip_animations: self.file_writer.write_frame(self.camera) # Related to updating def update_mobjects(self, dt): for mobject in self.mobjects: mobject.update(dt) def should_update_mobjects(self): return self.always_update_mobjects or any( [len(mob.get_family_updaters()) > 0 for mob in self.mobjects]) # Related to time def get_time(self): return self.time def increment_time(self, dt): self.time += dt # Related to internal mobject organization def get_top_level_mobjects(self): # Return only those which are not in the family # of another mobject from the scene mobjects = self.get_mobjects() families = [m.get_family() for m in mobjects] def is_top_level(mobject): num_families = sum([(mobject in family) for family in families]) return num_families == 1 return list(filter(is_top_level, mobjects)) def get_mobject_family_members(self): return extract_mobject_family_members(self.mobjects) def add(self, *new_mobjects): """ Mobjects will be displayed, from background to foreground in the order with which they are added. """ self.remove(*new_mobjects) self.mobjects += new_mobjects return self def add_mobjects_among(self, values): """ This is meant mostly for quick prototyping, e.g. to add all mobjects defined up to a point, call self.add_mobjects_among(locals().values()) """ self.add(*filter(lambda m: isinstance(m, Mobject), values)) return self def remove(self, *mobjects_to_remove): self.mobjects = restructure_list_to_exclude_certain_family_members( self.mobjects, mobjects_to_remove) return self def bring_to_front(self, *mobjects): self.add(*mobjects) return self def bring_to_back(self, *mobjects): self.remove(*mobjects) self.mobjects = list(mobjects) + self.mobjects return self def clear(self): self.mobjects = [] return self def get_mobjects(self): return list(self.mobjects) def get_mobject_copies(self): return [m.copy() for m in self.mobjects] # Related to skipping def update_skipping_status(self): if self.start_at_animation_number is not None: if self.num_plays == self.start_at_animation_number: self.stop_skipping() if self.end_at_animation_number is not None: if self.num_plays >= self.end_at_animation_number: raise EndSceneEarlyException() def stop_skipping(self): if self.skip_animations: self.skip_animations = False self.skip_time += self.time # Methods associated with running animations def get_time_progression(self, run_time, n_iterations=None, override_skip_animations=False): if self.skip_animations and not override_skip_animations: times = [run_time] else: step = 1 / self.camera.frame_rate times = np.arange(0, run_time, step) time_progression = ProgressDisplay( times, total=n_iterations, leave=self.leave_progress_bars, ascii=True if platform.system() == 'Windows' else None) return time_progression def get_run_time(self, animations): return np.max([animation.run_time for animation in animations]) * self.speed_up def get_animation_time_progression(self, animations): run_time = self.get_run_time(animations) time_progression = self.get_time_progression(run_time) time_progression.set_description("".join([ f"Animation {self.num_plays}: {animations[0]}", ", etc." if len(animations) > 1 else "", ])) return time_progression def get_wait_time_progression(self, duration, stop_condition): if stop_condition is not None: time_progression = self.get_time_progression( duration, n_iterations=-1, # So it doesn't show % progress override_skip_animations=True) time_progression.set_description("Waiting for {}".format( stop_condition.__name__)) else: time_progression = self.get_time_progression(duration) time_progression.set_description("Waiting {}".format( self.num_plays)) return time_progression def anims_from_play_args(self, *args, **kwargs): """ Each arg can either be an animation, or a mobject method followed by that methods arguments (and potentially follow by a dict of kwargs for that method). This animation list is built by going through the args list, and each animation is simply added, but when a mobject method s hit, a MoveToTarget animation is built using the args that follow up until either another animation is hit, another method is hit, or the args list runs out. """ animations = [] state = { "curr_method": None, "last_method": None, "method_args": [], } def compile_method(state): if state["curr_method"] is None: return mobject = state["curr_method"].__self__ if state["last_method"] and state[ "last_method"].__self__ is mobject: animations.pop() # method should already have target then. else: mobject.generate_target() # if len(state["method_args"]) > 0 and isinstance( state["method_args"][-1], dict): method_kwargs = state["method_args"].pop() else: method_kwargs = {} state["curr_method"].__func__(mobject.target, *state["method_args"], **method_kwargs) animations.append(MoveToTarget(mobject)) state["last_method"] = state["curr_method"] state["curr_method"] = None state["method_args"] = [] for arg in args: if inspect.ismethod(arg): compile_method(state) state["curr_method"] = arg elif state["curr_method"] is not None: state["method_args"].append(arg) elif isinstance(arg, Mobject): raise Exception(""" I think you may have invoked a method you meant to pass in as a Scene.play argument """) else: try: anim = prepare_animation(arg) except TypeError: raise TypeError( f"Unexpected argument {arg} passed to Scene.play()") compile_method(state) animations.append(anim) compile_method(state) for animation in animations: # This is where kwargs to play like run_time and rate_func # get applied to all animations animation.update_config(**kwargs) return animations def handle_play_like_call(func): @wraps(func) def wrapper(self, *args, **kwargs): self.update_skipping_status() should_write = not self.skip_animations if should_write: self.file_writer.begin_animation() if self.window: self.real_animation_start_time = time.time() self.virtual_animation_start_time = self.time func(self, *args, **kwargs) if should_write: self.file_writer.end_animation() self.num_plays += 1 return wrapper def lock_static_mobject_data(self, *animations): # 统计所有需要动画的对象 movers = list( it.chain(*[anim.mobject.get_family() for anim in animations])) for mobject in self.mobjects: if mobject in movers or mobject.get_family_updaters(): continue # 锁定不需要更新的对象 self.camera.set_mobjects_as_static(mobject) def unlock_mobject_data(self): self.camera.release_static_mobjects() def begin_animations(self, animations): for animation in animations: animation.begin() # Anything animated that's not already in the # scene gets added to the scene. Note, for # animated mobjects that are in the family of # those on screen, this can result in a restructuring # of the scene.mobjects list, which is usually desired. if animation.mobject not in self.mobjects: self.add(animation.mobject) def progress_through_animations(self, animations): last_t = 0 for t in self.get_animation_time_progression(animations): dt = t - last_t last_t = t for animation in animations: animation.update_mobjects(dt) alpha = t / animation.run_time animation.interpolate(alpha) self.update_frame(dt) # 写文件 self.emit_frame() def finish_animations(self, animations): for animation in animations: animation.finish() animation.clean_up_from_scene(self) if self.skip_animations: self.update_mobjects(self.get_run_time(animations)) else: self.update_mobjects(0) @handle_play_like_call def play(self, *args, **kwargs): if len(args) == 0: logging.log(logging.WARNING, "Called Scene.play with no animations") return # 从play的参数中获取所有的动画 animations = self.anims_from_play_args(*args, **kwargs) # 锁定静态的对象 self.lock_static_mobject_data(*animations) # 开始动画,调用每个动画的begin方法,并且自动加入对象到scene self.begin_animations(animations) # 更新所有帧 self.progress_through_animations(animations) # 完成动画,清理工作 self.finish_animations(animations) # 解锁对象 self.unlock_mobject_data() @handle_play_like_call def wait(self, duration=DEFAULT_WAIT_TIME, stop_condition=None): duration = duration * self.speed_up self.update_mobjects(dt=0) # Any problems with this? if self.should_update_mobjects(): self.lock_static_mobject_data() time_progression = self.get_wait_time_progression( duration, stop_condition) last_t = 0 for t in time_progression: dt = t - last_t last_t = t self.update_frame(dt) self.emit_frame() if stop_condition is not None and stop_condition(): time_progression.close() break self.unlock_mobject_data() elif self.skip_animations: # Do nothing return self else: self.update_frame(duration) n_frames = int(duration * self.camera.frame_rate) for n in range(n_frames): self.emit_frame() return self def reset_speed_up(self): self.speed_up = 1.0 def go_speed_up(self): self.speed_up = 0.1 def wait_until(self, stop_condition, max_time=60): self.wait(max_time, stop_condition=stop_condition) def force_skipping(self): self.original_skipping_status = self.skip_animations self.skip_animations = True return self def revert_to_original_skipping_status(self): if hasattr(self, "original_skipping_status"): self.skip_animations = self.original_skipping_status return self def add_sound(self, sound_file, time_offset=0, gain=None, **kwargs): if self.skip_animations: return time = self.get_time() + time_offset self.file_writer.add_sound(sound_file, time, gain, **kwargs) # Helpers for interactive development def save_state(self): self.saved_state = { "mobjects": self.mobjects, "mobject_states": [mob.copy() for mob in self.mobjects], } def restore(self): if not hasattr(self, "saved_state"): raise Exception("Trying to restore scene without having saved") mobjects = self.saved_state["mobjects"] states = self.saved_state["mobject_states"] for mob, state in zip(mobjects, states): mob.become(state) self.mobjects = mobjects # Event handling def on_mouse_motion(self, point, d_point): self.mouse_point.move_to(point) event_data = {"point": point, "d_point": d_point} propagate_event = EVENT_DISPATCHER.dispatch(EventType.MouseMotionEvent, **event_data) if propagate_event is not None and propagate_event is False: return frame = self.camera.frame if self.window.is_key_pressed(ord("d")): frame.increment_theta(-d_point[0]) frame.increment_phi(d_point[1]) elif self.window.is_key_pressed(ord("s")): shift = -d_point shift[0] *= frame.get_width() / 2 shift[1] *= frame.get_height() / 2 transform = frame.get_inverse_camera_rotation_matrix() shift = np.dot(np.transpose(transform), shift) frame.shift(shift) def on_mouse_drag(self, point, d_point, buttons, modifiers): self.mouse_drag_point.move_to(point) event_data = { "point": point, "d_point": d_point, "buttons": buttons, "modifiers": modifiers } propagate_event = EVENT_DISPATCHER.dispatch(EventType.MouseDragEvent, **event_data) if propagate_event is not None and propagate_event is False: return def on_mouse_press(self, point, button, mods): event_data = {"point": point, "button": button, "mods": mods} propagate_event = EVENT_DISPATCHER.dispatch(EventType.MousePressEvent, **event_data) if propagate_event is not None and propagate_event is False: return def on_mouse_release(self, point, button, mods): event_data = {"point": point, "button": button, "mods": mods} propagate_event = EVENT_DISPATCHER.dispatch( EventType.MouseReleaseEvent, **event_data) if propagate_event is not None and propagate_event is False: return def on_mouse_scroll(self, point, offset): event_data = {"point": point, "offset": offset} propagate_event = EVENT_DISPATCHER.dispatch(EventType.MouseScrollEvent, **event_data) if propagate_event is not None and propagate_event is False: return frame = self.camera.frame if self.window.is_key_pressed(ord("z")): factor = 1 + np.arctan(10 * offset[1]) frame.scale(factor, about_point=point) else: transform = frame.get_inverse_camera_rotation_matrix() shift = np.dot(np.transpose(transform), offset) frame.shift(-20.0 * shift) def on_key_release(self, symbol, modifiers): event_data = {"symbol": symbol, "modifiers": modifiers} propagate_event = EVENT_DISPATCHER.dispatch(EventType.KeyReleaseEvent, **event_data) if propagate_event is not None and propagate_event is False: return def on_key_press(self, symbol, modifiers): try: char = chr(symbol) if symbol == 65363 and self.speed_up > 0.1: self.speed_up -= 0.1 print("[scene] speed", self.speed_up) if symbol == 65361 and self.speed_up < 2.0: self.speed_up += 0.1 print("[scene] speed", self.speed_up) except OverflowError: print(" Warning: The value of the pressed key is too large.") return event_data = {"symbol": symbol, "modifiers": modifiers} propagate_event = EVENT_DISPATCHER.dispatch(EventType.KeyPressEvent, **event_data) if propagate_event is not None and propagate_event is False: return if char == "r": self.camera.frame.to_default_state() elif char == "q": self.quit_interaction = True def on_resize(self, width: int, height: int): self.camera.reset_pixel_shape(width, height) def on_show(self): pass def on_hide(self): pass def on_close(self): pass
class Scene(Container): CONFIG = { "camera_class": Camera, "camera_config": {}, "file_writer_config": {}, "skip_animations": False, "always_update_mobjects": False, "random_seed": 0, "start_at_animation_number": None, "end_at_animation_number": None, "leave_progress_bars": False, } def __init__(self, **kwargs): Container.__init__(self, **kwargs) self.camera = self.camera_class(**self.camera_config) self.file_writer = SceneFileWriter( self, **self.file_writer_config, ) self.mobjects = [] # TODO, remove need for foreground mobjects self.foreground_mobjects = [] self.num_plays = 0 self.time = 0 self.original_skipping_status = self.skip_animations if self.random_seed is not None: random.seed(self.random_seed) np.random.seed(self.random_seed) self.setup() try: self.construct() except EndSceneEarlyException: pass self.tear_down() self.file_writer.finish() self.print_end_message() def setup(self): """ This is meant to be implement by any scenes which are comonly subclassed, and have some common setup involved before the construct method is called. """ pass def tear_down(self): pass def construct(self): pass # To be implemented in subclasses def __str__(self): return self.__class__.__name__ def print_end_message(self): print("Played {} animations".format(self.num_plays)) def set_variables_as_attrs(self, *objects, **newly_named_objects): """ This method is slightly hacky, making it a little easier for certain methods (typically subroutines of construct) to share local variables. """ caller_locals = inspect.currentframe().f_back.f_locals for key, value in list(caller_locals.items()): for o in objects: if value is o: setattr(self, key, value) for key, value in list(newly_named_objects.items()): setattr(self, key, value) return self def get_attrs(self, *keys): return [getattr(self, key) for key in keys] # Only these methods should touch the camera def set_camera(self, camera): self.camera = camera def get_frame(self): return np.array(self.camera.get_pixel_array()) def get_image(self): return self.camera.get_image() def set_camera_pixel_array(self, pixel_array): self.camera.set_pixel_array(pixel_array) def set_camera_background(self, background): self.camera.set_background(background) def reset_camera(self): self.camera.reset() def capture_mobjects_in_camera(self, mobjects, **kwargs): self.camera.capture_mobjects(mobjects, **kwargs) def update_frame( self, mobjects=None, background=None, include_submobjects=True, ignore_skipping=True, **kwargs): if self.skip_animations and not ignore_skipping: return if mobjects is None: mobjects = list_update( self.mobjects, self.foreground_mobjects, ) if background is not None: self.set_camera_pixel_array(background) else: self.reset_camera() kwargs["include_submobjects"] = include_submobjects self.capture_mobjects_in_camera(mobjects, **kwargs) def freeze_background(self): self.update_frame() self.set_camera(Camera(self.get_frame())) self.clear() ### def update_mobjects(self, dt): for mobject in self.mobjects: mobject.update(dt) def should_update_mobjects(self): return self.always_update_mobjects or any([ mob.has_time_based_updater() for mob in self.get_mobject_family_members() ]) ### def get_time(self): return self.time def increment_time(self, d_time): self.time += d_time ### def get_top_level_mobjects(self): # Return only those which are not in the family # of another mobject from the scene mobjects = self.get_mobjects() families = [m.get_family() for m in mobjects] def is_top_level(mobject): num_families = sum([ (mobject in family) for family in families ]) return num_families == 1 return list(filter(is_top_level, mobjects)) def get_mobject_family_members(self): return self.camera.extract_mobject_family_members(self.mobjects) def add(self, *mobjects): """ Mobjects will be displayed, from background to foreground in the order with which they are added. """ mobjects = [*mobjects, *self.foreground_mobjects] self.restructure_mobjects(to_remove=mobjects) self.mobjects += mobjects return self def add_mobjects_among(self, values): """ This is meant mostly for quick prototyping, e.g. to add all mobjects defined up to a point, call self.add_mobjects_among(locals().values()) """ self.add(*filter( lambda m: isinstance(m, Mobject), values )) return self def remove(self, *mobjects): for list_name in "mobjects", "foreground_mobjects": self.restructure_mobjects(mobjects, list_name, False) return self def restructure_mobjects(self, to_remove, mobject_list_name="mobjects", extract_families=True): """ In cases where the scene contains a group, e.g. Group(m1, m2, m3), but one of its submobjects is removed, e.g. scene.remove(m1), the list of mobjects will be editing to contain other submobjects, but not m1, e.g. it will now insert m2 and m3 to where the group once was. """ if extract_families: to_remove = self.camera.extract_mobject_family_members(to_remove) _list = getattr(self, mobject_list_name) new_list = self.get_restructured_mobject_list(_list, to_remove) setattr(self, mobject_list_name, new_list) return self def get_restructured_mobject_list(self, mobjects, to_remove): new_mobjects = [] def add_safe_mobjects_from_list(list_to_examine, set_to_remove): for mob in list_to_examine: if mob in set_to_remove: continue intersect = set_to_remove.intersection(mob.get_family()) if intersect: add_safe_mobjects_from_list(mob.submobjects, intersect) else: new_mobjects.append(mob) add_safe_mobjects_from_list(mobjects, set(to_remove)) return new_mobjects # TODO, remove this, and calls to this def add_foreground_mobjects(self, *mobjects): self.foreground_mobjects = list_update( self.foreground_mobjects, mobjects ) self.add(*mobjects) return self def add_foreground_mobject(self, mobject): return self.add_foreground_mobjects(mobject) def remove_foreground_mobjects(self, *to_remove): self.restructure_mobjects(to_remove, "foreground_mobjects") return self def remove_foreground_mobject(self, mobject): return self.remove_foreground_mobjects(mobject) def bring_to_front(self, *mobjects): self.add(*mobjects) return self def bring_to_back(self, *mobjects): self.remove(*mobjects) self.mobjects = list(mobjects) + self.mobjects return self def clear(self): self.mobjects = [] self.foreground_mobjects = [] return self def get_mobjects(self): return list(self.mobjects) def get_mobject_copies(self): return [m.copy() for m in self.mobjects] def get_moving_mobjects(self, *animations): # Go through mobjects from start to end, and # as soon as there's one that needs updating of # some kind per frame, return the list from that # point forward. animation_mobjects = [anim.mobject for anim in animations] mobjects = self.get_mobject_family_members() for i, mob in enumerate(mobjects): update_possibilities = [ mob in animation_mobjects, len(mob.get_family_updaters()) > 0, mob in self.foreground_mobjects ] if any(update_possibilities): return mobjects[i:] return [] def get_time_progression(self, run_time, n_iterations=None, override_skip_animations=False): if self.skip_animations and not override_skip_animations: times = [run_time] else: step = 1 / self.camera.frame_rate times = np.arange(0, run_time, step) time_progression = ProgressDisplay( times, total=n_iterations, leave=self.leave_progress_bars, ) return time_progression def get_run_time(self, animations): return np.max([animation.run_time for animation in animations]) def get_animation_time_progression(self, animations): run_time = self.get_run_time(animations) time_progression = self.get_time_progression(run_time) time_progression.set_description("".join([ "Animation {}: ".format(self.num_plays), str(animations[0]), (", etc." if len(animations) > 1 else ""), ])) return time_progression def compile_play_args_to_animation_list(self, *args, **kwargs): """ Each arg can either be an animation, or a mobject method followed by that methods arguments (and potentially follow by a dict of kwargs for that method). This animation list is built by going through the args list, and each animation is simply added, but when a mobject method s hit, a MoveToTarget animation is built using the args that follow up until either another animation is hit, another method is hit, or the args list runs out. """ animations = [] state = { "curr_method": None, "last_method": None, "method_args": [], } def compile_method(state): if state["curr_method"] is None: return mobject = state["curr_method"].__self__ if state["last_method"] and state["last_method"].__self__ is mobject: animations.pop() # method should already have target then. else: mobject.generate_target() # if len(state["method_args"]) > 0 and isinstance(state["method_args"][-1], dict): method_kwargs = state["method_args"].pop() else: method_kwargs = {} state["curr_method"].__func__( mobject.target, *state["method_args"], **method_kwargs ) animations.append(MoveToTarget(mobject)) state["last_method"] = state["curr_method"] state["curr_method"] = None state["method_args"] = [] for arg in args: if isinstance(arg, Animation): compile_method(state) animations.append(arg) elif inspect.ismethod(arg): compile_method(state) state["curr_method"] = arg elif state["curr_method"] is not None: state["method_args"].append(arg) elif isinstance(arg, Mobject): raise Exception(""" I think you may have invoked a method you meant to pass in as a Scene.play argument """) else: raise Exception("Invalid play arguments") compile_method(state) for animation in animations: # This is where kwargs to play like run_time and rate_func # get applied to all animations animation.update_config(**kwargs) return animations def update_skipping_status(self): if self.start_at_animation_number: if self.num_plays == self.start_at_animation_number: self.skip_animations = False if self.end_at_animation_number: if self.num_plays >= self.end_at_animation_number: self.skip_animations = True raise EndSceneEarlyException() def handle_play_like_call(func): def wrapper(self, *args, **kwargs): self.update_skipping_status() allow_write = not self.skip_animations self.file_writer.begin_animation(allow_write) func(self, *args, **kwargs) self.file_writer.end_animation(allow_write) self.num_plays += 1 return wrapper def begin_animations(self, animations): curr_mobjects = self.get_mobject_family_members() for animation in animations: # Begin animation animation.begin() # Anything animated that's not already in the # scene gets added to the scene mob = animation.mobject if mob not in curr_mobjects: self.add(mob) curr_mobjects += mob.get_family() def progress_through_animations(self, animations): # Paint all non-moving objects onto the screen, so they don't # have to be rendered every frame moving_mobjects = self.get_moving_mobjects(*animations) self.update_frame(excluded_mobjects=moving_mobjects) static_image = self.get_frame() last_t = 0 for t in self.get_animation_time_progression(animations): dt = t - last_t last_t = t for animation in animations: animation.update_mobjects(dt) alpha = t / animation.run_time animation.interpolate(alpha) self.update_mobjects(dt) self.update_frame(moving_mobjects, static_image) self.add_frames(self.get_frame()) def finish_animations(self, animations): for animation in animations: animation.finish() animation.clean_up_from_scene(self) self.mobjects_from_last_animation = [ anim.mobject for anim in animations ] if self.skip_animations: # TODO, run this call in for each animation? self.update_mobjects(self.get_run_time(animations)) else: self.update_mobjects(0) @handle_play_like_call def play(self, *args, **kwargs): if len(args) == 0: warnings.warn("Called Scene.play with no animations") return animations = self.compile_play_args_to_animation_list( *args, **kwargs ) self.begin_animations(animations) self.progress_through_animations(animations) self.finish_animations(animations) def idle_stream(self): self.file_writer.idle_stream() def clean_up_animations(self, *animations): for animation in animations: animation.clean_up_from_scene(self) return self def get_mobjects_from_last_animation(self): if hasattr(self, "mobjects_from_last_animation"): return self.mobjects_from_last_animation return [] def get_wait_time_progression(self, duration, stop_condition): if stop_condition is not None: time_progression = self.get_time_progression( duration, n_iterations=-1, # So it doesn't show % progress override_skip_animations=True ) time_progression.set_description( "Waiting for {}".format(stop_condition.__name__) ) else: time_progression = self.get_time_progression(duration) time_progression.set_description( "Waiting {}".format(self.num_plays) ) return time_progression @handle_play_like_call def wait(self, duration=DEFAULT_WAIT_TIME, stop_condition=None): self.update_mobjects(dt=0) # Any problems with this? if self.should_update_mobjects(): time_progression = self.get_wait_time_progression(duration, stop_condition) # TODO, be smart about setting a static image # the same way Scene.play does last_t = 0 for t in time_progression: dt = t - last_t last_t = t self.update_mobjects(dt) self.update_frame() self.add_frames(self.get_frame()) if stop_condition is not None and stop_condition(): time_progression.close() break elif self.skip_animations: # Do nothing return self else: self.update_frame() dt = 1 / self.camera.frame_rate n_frames = int(duration / dt) frame = self.get_frame() self.add_frames(*[frame] * n_frames) return self def wait_until(self, stop_condition, max_time=60): self.wait(max_time, stop_condition=stop_condition) def force_skipping(self): self.original_skipping_status = self.skip_animations self.skip_animations = True return self def revert_to_original_skipping_status(self): if hasattr(self, "original_skipping_status"): self.skip_animations = self.original_skipping_status return self def add_frames(self, *frames): dt = 1 / self.camera.frame_rate self.increment_time(len(frames) * dt) if self.skip_animations: return for frame in frames: self.file_writer.write_frame(frame) def add_sound(self, sound_file, time_offset=0, gain=None, **kwargs): time = self.get_time() + time_offset self.file_writer.add_sound(sound_file, time, gain, **kwargs) def show_frame(self): self.update_frame(ignore_skipping=True) self.get_image().show() # TODO, this doesn't belong in Scene, but should be # part of some more specialized subclass optimized # for livestreaming def tex(self, latex): eq = TextMobject(latex) anims = [] anims.append(Write(eq)) for mobject in self.mobjects: anims.append(ApplyMethod(mobject.shift, 2 * UP)) self.play(*anims)
class Scene(object): CONFIG = { "window_config": {}, "camera_class": Camera, "camera_config": {}, "file_writer_config": {}, "skip_animations": False, "always_update_mobjects": False, "random_seed": 0, "start_at_animation_number": None, "end_at_animation_number": None, "leave_progress_bars": False, "preview": True, "presenter_mode": False, "show_animation_progress": False, "pan_sensitivity": 3, "max_num_saved_states": 50, } def __init__(self, **kwargs): digest_config(self, kwargs) if self.preview: from manimlib.window import Window self.window = Window(scene=self, **self.window_config) self.camera_config["ctx"] = self.window.ctx self.camera_config["fps"] = 30 # Where's that 30 from? self.undo_stack = [] self.redo_stack = [] else: self.window = None self.camera: Camera = self.camera_class(**self.camera_config) self.file_writer = SceneFileWriter(self, **self.file_writer_config) self.mobjects: list[Mobject] = [self.camera.frame] self.id_to_mobject_map: dict[int, Mobject] = dict() self.num_plays: int = 0 self.time: float = 0 self.skip_time: float = 0 self.original_skipping_status: bool = self.skip_animations self.checkpoint_states: dict[str, list[tuple[Mobject, Mobject]]] = dict() if self.start_at_animation_number is not None: self.skip_animations = True if self.file_writer.has_progress_display: self.show_animation_progress = False # Items associated with interaction self.mouse_point = Point() self.mouse_drag_point = Point() self.hold_on_wait = self.presenter_mode self.inside_embed = False self.quit_interaction = False # Much nicer to work with deterministic scenes if self.random_seed is not None: random.seed(self.random_seed) np.random.seed(self.random_seed) def __str__(self) -> str: return self.__class__.__name__ def run(self) -> None: self.virtual_animation_start_time: float = 0 self.real_animation_start_time: float = time.time() self.file_writer.begin() self.setup() try: self.construct() self.interact() except EndScene: pass except KeyboardInterrupt: # Get rid keyboard interupt symbols print("", end="\r") self.file_writer.ended_with_interrupt = True self.tear_down() def setup(self) -> None: """ This is meant to be implement by any scenes which are comonly subclassed, and have some common setup involved before the construct method is called. """ pass def construct(self) -> None: # Where all the animation happens # To be implemented in subclasses pass def tear_down(self) -> None: self.stop_skipping() self.file_writer.finish() if self.window: self.window.destroy() self.window = None def interact(self) -> None: # If there is a window, enter a loop # which updates the frame while under # the hood calling the pyglet event loop if self.window is None: return log.info( "Tips: You are now in the interactive mode. Now you can use the keyboard" " and the mouse to interact with the scene. Just press `command + q` or `esc`" " if you want to quit.") self.skip_animations = False self.refresh_static_mobjects() while not self.is_window_closing(): self.update_frame(1 / self.camera.fps) def embed(self, close_scene_on_exit: bool = True) -> None: if not self.preview: return # Embed is only relevant with a preview self.inside_embed = True self.stop_skipping() self.update_frame() self.save_state() # Configure and launch embedded IPython terminal from IPython.terminal import embed, pt_inputhooks shell = embed.InteractiveShellEmbed.instance() # Use the locals namespace of the caller local_ns = inspect.currentframe().f_back.f_locals # Add a few custom shortcuts local_ns.update({ name: getattr(self, name) for name in [ "play", "wait", "add", "remove", "clear", "save_state", "undo", "redo", "i2g", "i2m" ] }) # This is useful if one wants to re-run a block of scene # code, while developing, tweaking it each time. # As long as the copied selection starts with a comment, # this will revert to the state of the scene at the first # point of running. def checkpoint_paste(skip=False, show_progress=True): pasted = pyperclip.paste() line0 = pasted.lstrip().split("\n")[0] if line0.startswith("#"): if line0 not in self.checkpoint_states: self.checkpoint(line0) else: self.revert_to_checkpoint(line0) self.update_frame(dt=0) if skip: originally_skip = self.skip_animations self.skip_animations = True if show_progress: originally_show_animation_progress = self.show_animation_progress self.show_animation_progress = True shell.run_line_magic("paste", "") if skip: self.skip_animations = originally_skip if show_progress: self.show_animation_progress = originally_show_animation_progress local_ns['checkpoint_paste'] = checkpoint_paste # Enables gui interactions during the embed def inputhook(context): while not context.input_is_ready(): if not self.is_window_closing(): self.update_frame(dt=0) if self.is_window_closing(): shell.ask_exit() pt_inputhooks.register("manim", inputhook) shell.enable_gui("manim") # This is hacky, but there's an issue with ipython which is that # when you define lambda's or list comprehensions during a shell session, # they are not aware of local variables in the surrounding scope. Because # That comes up a fair bit during scene construction, to get around this, # we (admittedly sketchily) update the global namespace to match the local # namespace, since this is just a shell session anyway. shell.events.register( "pre_run_cell", lambda: shell.user_global_ns.update(shell.user_ns)) # Operation to run after each ipython command def post_cell_func(): self.refresh_static_mobjects() if not self.is_window_closing(): self.update_frame(dt=0, ignore_skipping=True) self.save_state() shell.events.register("post_run_cell", post_cell_func) shell(local_ns=local_ns, stack_depth=2) # End scene when exiting an embed if close_scene_on_exit: raise EndScene() # Only these methods should touch the camera def get_image(self) -> Image: return self.camera.get_image() def show(self) -> None: self.update_frame(ignore_skipping=True) self.get_image().show() def update_frame(self, dt: float = 0, ignore_skipping: bool = False) -> None: self.increment_time(dt) self.update_mobjects(dt) if self.skip_animations and not ignore_skipping: return if self.is_window_closing(): raise EndScene() if self.window: self.window.clear() self.camera.clear() self.camera.capture(*self.mobjects) if self.window: self.window.swap_buffers() vt = self.time - self.virtual_animation_start_time rt = time.time() - self.real_animation_start_time if rt < vt: self.update_frame(0) def emit_frame(self) -> None: if not self.skip_animations: self.file_writer.write_frame(self.camera) # Related to updating def update_mobjects(self, dt: float) -> None: for mobject in self.mobjects: mobject.update(dt) def should_update_mobjects(self) -> bool: return self.always_update_mobjects or any( [len(mob.get_family_updaters()) > 0 for mob in self.mobjects]) def has_time_based_updaters(self) -> bool: return any([ sm.has_time_based_updater() for mob in self.mobjects() for sm in mob.get_family() ]) # Related to time def get_time(self) -> float: return self.time def increment_time(self, dt: float) -> None: self.time += dt # Related to internal mobject organization def get_top_level_mobjects(self) -> list[Mobject]: # Return only those which are not in the family # of another mobject from the scene mobjects = self.get_mobjects() families = [m.get_family() for m in mobjects] def is_top_level(mobject): num_families = sum([(mobject in family) for family in families]) return num_families == 1 return list(filter(is_top_level, mobjects)) def get_mobject_family_members(self) -> list[Mobject]: return extract_mobject_family_members(self.mobjects) def add(self, *new_mobjects: Mobject): """ Mobjects will be displayed, from background to foreground in the order with which they are added. """ self.remove(*new_mobjects) self.mobjects += new_mobjects self.id_to_mobject_map.update( {id(sm): sm for m in new_mobjects for sm in m.get_family()}) return self def add_mobjects_among(self, values: Iterable): """ This is meant mostly for quick prototyping, e.g. to add all mobjects defined up to a point, call self.add_mobjects_among(locals().values()) """ self.add(*filter(lambda m: isinstance(m, Mobject), values)) return self def replace(self, mobject: Mobject, *replacements: Mobject): if mobject in self.mobjects: index = self.mobjects.index(mobject) self.mobjects = [ *self.mobjects[:index], *replacements, *self.mobjects[index + 1:] ] return self def remove(self, *mobjects: Mobject): """ Removes anything in mobjects from scenes mobject list, but in the event that one of the items to be removed is a member of the family of an item in mobject_list, the other family members are added back into the list. For example, if the scene includes Group(m1, m2, m3), and we call scene.remove(m1), the desired behavior is for the scene to then include m2 and m3 (ungrouped). """ for mob in mobjects: # First restructure self.mobjects so that parents/grandparents/etc. are replaced # with their children, likewise for all ancestors in the extended family. for ancestor in mob.get_ancestors(extended=True): self.replace(ancestor, *ancestor.submobjects) self.mobjects = list_difference_update(self.mobjects, mob.get_family()) return self def bring_to_front(self, *mobjects: Mobject): self.add(*mobjects) return self def bring_to_back(self, *mobjects: Mobject): self.remove(*mobjects) self.mobjects = list(mobjects) + self.mobjects return self def clear(self): self.mobjects = [] return self def get_mobjects(self) -> list[Mobject]: return list(self.mobjects) def get_mobject_copies(self) -> list[Mobject]: return [m.copy() for m in self.mobjects] def point_to_mobject(self, point: np.ndarray, search_set: Iterable[Mobject] | None = None, buff: float = 0) -> Mobject | None: """ E.g. if clicking on the scene, this returns the top layer mobject under a given point """ if search_set is None: search_set = self.mobjects for mobject in reversed(search_set): if mobject.is_point_touching(point, buff=buff): return mobject return None def get_group(self, *mobjects): if all(isinstance(m, VMobject) for m in mobjects): return VGroup(*mobjects) else: return Group(*mobjects) def id_to_mobject(self, id_value): return self.id_to_mobject_map[id_value] def ids_to_group(self, *id_values): return self.get_group(*filter(lambda x: x is not None, map(self.id_to_mobject, id_values))) def i2g(self, *id_values): return self.ids_to_group(*id_values) def i2m(self, id_value): return self.id_to_mobject(id_value) # Related to skipping def update_skipping_status(self) -> None: if self.start_at_animation_number is not None: if self.num_plays == self.start_at_animation_number: self.skip_time = self.time if not self.original_skipping_status: self.stop_skipping() if self.end_at_animation_number is not None: if self.num_plays >= self.end_at_animation_number: raise EndScene() def stop_skipping(self) -> None: self.virtual_animation_start_time = self.time self.skip_animations = False # Methods associated with running animations def get_time_progression( self, run_time: float, n_iterations: int | None = None, desc: str = "", override_skip_animations: bool = False ) -> list[float] | np.ndarray | ProgressDisplay: if self.skip_animations and not override_skip_animations: return [run_time] times = np.arange(0, run_time, 1 / self.camera.fps) if self.file_writer.has_progress_display: self.file_writer.set_progress_display_subdescription(desc) if self.show_animation_progress: return ProgressDisplay( times, total=n_iterations, leave=self.leave_progress_bars, ascii=True if platform.system() == 'Windows' else None, desc=desc, ) else: return times def get_run_time(self, animations: Iterable[Animation]) -> float: return np.max([animation.get_run_time() for animation in animations]) def get_animation_time_progression( self, animations: Iterable[Animation] ) -> list[float] | np.ndarray | ProgressDisplay: run_time = self.get_run_time(animations) description = f"{self.num_plays} {animations[0]}" if len(animations) > 1: description += ", etc." time_progression = self.get_time_progression(run_time, desc=description) return time_progression def get_wait_time_progression( self, duration: float, stop_condition: Callable[[], bool] | None = None ) -> list[float] | np.ndarray | ProgressDisplay: kw = {"desc": f"{self.num_plays} Waiting"} if stop_condition is not None: kw["n_iterations"] = -1 # So it doesn't show % progress kw["override_skip_animations"] = True return self.get_time_progression(duration, **kw) def prepare_animations( self, proto_animations: list[Animation | _AnimationBuilder], animation_config: dict, ): animations = list(map(prepare_animation, proto_animations)) for anim in animations: # This is where kwargs to play like run_time and rate_func # get applied to all animations anim.update_config(**animation_config) return animations def handle_play_like_call(func): @wraps(func) def wrapper(self, *args, **kwargs): if self.inside_embed: self.save_state() if self.presenter_mode and self.num_plays == 0: self.hold_loop() self.update_skipping_status() should_write = not self.skip_animations if should_write: self.file_writer.begin_animation() if self.window: self.real_animation_start_time = time.time() self.virtual_animation_start_time = self.time self.refresh_static_mobjects() func(self, *args, **kwargs) if should_write: self.file_writer.end_animation() if self.inside_embed: self.save_state() if self.skip_animations and self.window is not None: # Show some quick frames along the way self.update_frame(dt=0, ignore_skipping=True) self.num_plays += 1 return wrapper def refresh_static_mobjects(self) -> None: self.camera.refresh_static_mobjects() def begin_animations(self, animations: Iterable[Animation]) -> None: for animation in animations: animation.begin() # Anything animated that's not already in the # scene gets added to the scene. Note, for # animated mobjects that are in the family of # those on screen, this can result in a restructuring # of the scene.mobjects list, which is usually desired. if animation.mobject not in self.mobjects: self.add(animation.mobject) def progress_through_animations(self, animations: Iterable[Animation]) -> None: last_t = 0 for t in self.get_animation_time_progression(animations): dt = t - last_t last_t = t for animation in animations: animation.update_mobjects(dt) alpha = t / animation.run_time animation.interpolate(alpha) self.update_frame(dt) self.emit_frame() def finish_animations(self, animations: Iterable[Animation]) -> None: for animation in animations: animation.finish() animation.clean_up_from_scene(self) if self.skip_animations: self.update_mobjects(self.get_run_time(animations)) else: self.update_mobjects(0) @handle_play_like_call def play(self, *proto_animations, **animation_config) -> None: if len(proto_animations) == 0: log.warning("Called Scene.play with no animations") return animations = self.prepare_animations(proto_animations, animation_config) self.begin_animations(animations) self.progress_through_animations(animations) self.finish_animations(animations) @handle_play_like_call def wait(self, duration: float = DEFAULT_WAIT_TIME, stop_condition: Callable[[], bool] = None, note: str = None, ignore_presenter_mode: bool = False): self.update_mobjects(dt=0) # Any problems with this? if self.presenter_mode and not self.skip_animations and not ignore_presenter_mode: if note: log.info(note) self.hold_loop() else: time_progression = self.get_wait_time_progression( duration, stop_condition) last_t = 0 for t in time_progression: dt = t - last_t last_t = t self.update_frame(dt) self.emit_frame() if stop_condition is not None and stop_condition(): break self.refresh_static_mobjects() return self def hold_loop(self): while self.hold_on_wait: self.update_frame(dt=1 / self.camera.fps) self.hold_on_wait = True def wait_until(self, stop_condition: Callable[[], bool], max_time: float = 60): self.wait(max_time, stop_condition=stop_condition) def force_skipping(self): self.original_skipping_status = self.skip_animations self.skip_animations = True return self def revert_to_original_skipping_status(self): if hasattr(self, "original_skipping_status"): self.skip_animations = self.original_skipping_status return self def add_sound(self, sound_file: str, time_offset: float = 0, gain: float | None = None, gain_to_background: float | None = None): if self.skip_animations: return time = self.get_time() + time_offset self.file_writer.add_sound(sound_file, time, gain, gain_to_background) # Helpers for interactive development def get_state(self) -> SceneState: return SceneState(self) def restore_state(self, scene_state: SceneState): scene_state.restore_scene(self) def save_state(self) -> None: if not self.preview: return state = self.get_state() if self.undo_stack and state.mobjects_match(self.undo_stack[-1]): return self.redo_stack = [] self.undo_stack.append(state) if len(self.undo_stack) > self.max_num_saved_states: self.undo_stack.pop(0) def undo(self): if self.undo_stack: self.redo_stack.append(self.get_state()) self.restore_state(self.undo_stack.pop()) self.refresh_static_mobjects() def redo(self): if self.redo_stack: self.undo_stack.append(self.get_state()) self.restore_state(self.redo_stack.pop()) self.refresh_static_mobjects() def checkpoint(self, key: str): self.checkpoint_states[key] = self.get_state() def revert_to_checkpoint(self, key: str): if key not in self.checkpoint_states: log.error(f"No checkpoint at {key}") return all_keys = list(self.checkpoint_states.keys()) index = all_keys.index(key) for later_key in all_keys[index + 1:]: self.checkpoint_states.pop(later_key) self.restore_state(self.checkpoint_states[key]) def clear_checkpoints(self): self.checkpoint_states = dict() def save_mobject_to_file(self, mobject: Mobject, file_path: str | None = None) -> None: if file_path is None: file_path = self.file_writer.get_saved_mobject_path(mobject) if file_path is None: return mobject.save_to_file(file_path) def load_mobject(self, file_name): if os.path.exists(file_name): path = file_name else: directory = self.file_writer.get_saved_mobject_directory() path = os.path.join(directory, file_name) return Mobject.load(path) def is_window_closing(self): return self.window and (self.window.is_closing or self.quit_interaction) # Event handling def on_mouse_motion(self, point: np.ndarray, d_point: np.ndarray) -> None: self.mouse_point.move_to(point) event_data = {"point": point, "d_point": d_point} propagate_event = EVENT_DISPATCHER.dispatch(EventType.MouseMotionEvent, **event_data) if propagate_event is not None and propagate_event is False: return frame = self.camera.frame # Handle perspective changes if self.window.is_key_pressed(ord(PAN_3D_KEY)): frame.increment_theta(-self.pan_sensitivity * d_point[0]) frame.increment_phi(self.pan_sensitivity * d_point[1]) # Handle frame movements elif self.window.is_key_pressed(ord(FRAME_SHIFT_KEY)): shift = -d_point shift[0] *= frame.get_width() / 2 shift[1] *= frame.get_height() / 2 transform = frame.get_inverse_camera_rotation_matrix() shift = np.dot(np.transpose(transform), shift) frame.shift(shift) def on_mouse_drag(self, point: np.ndarray, d_point: np.ndarray, buttons: int, modifiers: int) -> None: self.mouse_drag_point.move_to(point) event_data = { "point": point, "d_point": d_point, "buttons": buttons, "modifiers": modifiers } propagate_event = EVENT_DISPATCHER.dispatch(EventType.MouseDragEvent, **event_data) if propagate_event is not None and propagate_event is False: return def on_mouse_press(self, point: np.ndarray, button: int, mods: int) -> None: self.mouse_drag_point.move_to(point) event_data = {"point": point, "button": button, "mods": mods} propagate_event = EVENT_DISPATCHER.dispatch(EventType.MousePressEvent, **event_data) if propagate_event is not None and propagate_event is False: return def on_mouse_release(self, point: np.ndarray, button: int, mods: int) -> None: event_data = {"point": point, "button": button, "mods": mods} propagate_event = EVENT_DISPATCHER.dispatch( EventType.MouseReleaseEvent, **event_data) if propagate_event is not None and propagate_event is False: return def on_mouse_scroll(self, point: np.ndarray, offset: np.ndarray) -> None: event_data = {"point": point, "offset": offset} propagate_event = EVENT_DISPATCHER.dispatch(EventType.MouseScrollEvent, **event_data) if propagate_event is not None and propagate_event is False: return frame = self.camera.frame if self.window.is_key_pressed(ord(ZOOM_KEY)): factor = 1 + np.arctan(10 * offset[1]) frame.scale(1 / factor, about_point=point) else: transform = frame.get_inverse_camera_rotation_matrix() shift = np.dot(np.transpose(transform), offset) frame.shift(-20.0 * shift) def on_key_release(self, symbol: int, modifiers: int) -> None: event_data = {"symbol": symbol, "modifiers": modifiers} propagate_event = EVENT_DISPATCHER.dispatch(EventType.KeyReleaseEvent, **event_data) if propagate_event is not None and propagate_event is False: return def on_key_press(self, symbol: int, modifiers: int) -> None: try: char = chr(symbol) except OverflowError: log.warning("The value of the pressed key is too large.") return event_data = {"symbol": symbol, "modifiers": modifiers} propagate_event = EVENT_DISPATCHER.dispatch(EventType.KeyPressEvent, **event_data) if propagate_event is not None and propagate_event is False: return if char == RESET_FRAME_KEY: self.camera.frame.to_default_state() elif char == "z" and modifiers == COMMAND_MODIFIER: self.undo() elif char == "z" and modifiers == COMMAND_MODIFIER | SHIFT_MODIFIER: self.redo() # command + q elif char == QUIT_KEY and modifiers == COMMAND_MODIFIER: self.quit_interaction = True # Space or right arrow elif char == " " or symbol == ARROW_SYMBOLS[2]: self.hold_on_wait = False def on_resize(self, width: int, height: int) -> None: self.camera.reset_pixel_shape(width, height) def on_show(self) -> None: pass def on_hide(self) -> None: pass def on_close(self) -> None: pass
class WindowScene(Container): CONFIG = { "scene_shape": (FRAME_WIDTH, FRAME_HEIGHT), "scene_center": [0, 0, 0], "camera_class": Camera, "always_update_mobjects": False, "random_seed": 0, # "camera_config": {}, # "file_writer_config": {}, # "skip_animations": False, # "start_at_animation_number": None, # "end_at_animation_number": None, # "leave_progress_bars": False, } def __init__(self, **kwargs): #V.scene=self self.be("scene") digest_config(self, kwargs) # self.init_vars() self.init_frame(frame_width=WindowScene.CONFIG['scene_shape'][0], frame_height=WindowScene.CONFIG['scene_shape'][1], frame_center=WindowScene.CONFIG['scene_center']) super().__init__(**kwargs) self.camera_config['frame_width'] = self.frame_width self.camera_config['frame_height'] = self.frame_height self.camera_config['frame_center'] = self.frame_center self.init_camera_frame(**self.camera_config) self.file_writer = SceneFileWriter( self, **self.file_writer_config, ) self.mobjects = [] # TODO, remove need for foreground mobjects self.foreground_mobjects = [] self.num_plays = 0 self.time = 0 self.original_skipping_status = self.skip_animations if self.random_seed is not None: rrandom.seed(self.random_seed) random.seed(self.random_seed) self.setup() try: # if self.camera.scene_frame: # self.play(self.camera.scene_frame.animate.shift([1,1,0]),run_time=3) self.construct() except EndSceneEarlyException: pass self.tear_down() self.file_writer.finish() self.print_end_message() def init_vars(self): self.camera_class = vars(self)['camera_class'] self.always_update_mobjects = vars(self)['always_update_mobjects'] self.random_seed = vars(self)['random_seed'] self.camera_config = vars(self)['camera_config'] self.file_writer_config = vars(self)['file_writer_config'] self.start_at_animation_number = vars( self)['start_at_animation_number'] self.end_at_animation_number = vars(self)['end_at_animation_number'] self.leave_progress_bars = vars(self)['leave_progress_bars'] self.preview = vars(self)['preview'] self.stop_skipping = vars(self)['stop_skipping'] self.interact = vars(self)['interact'] def init_camera_frame(self, **kwargs): self.camera = self.camera_class(**kwargs) def run(self): self.virtual_animation_start_time = 0 self.real_animation_start_time = time.time() self.file_writer.begin() self.setup() try: self.construct() except EndSceneEarlyException: pass self.tear_down() def setup(self): """ This is meant to be implement by any scenes which are comonly subclassed, and have some common setup involved before the construct method is called. """ pass def construct(self): pass # To be implemented in subclasses # Mobjects def embed(self): if not self.preview: # If the scene is just being # written, ignore embed calls return self.stop_skipping() self.linger_after_completion = False self.update_frame() from IPython.terminal.embed import InteractiveShellEmbed shell = InteractiveShellEmbed() # Have the frame update after each command shell.events.register('post_run_cell', lambda *a, **kw: self.update_frame()) # Use the locals of the caller as the local namespace # once embeded, and add a few custom shortcuts local_ns = inspect.currentframe().f_back.f_locals local_ns["touch"] = self.interact for term in ("play", "wait", "add", "remove", "clear", "save_state", "restore"): local_ns[term] = getattr(self, term) shell(local_ns=local_ns, stack_depth=2) # End scene when exiting an embed. raise EndSceneEarlyException() def add(self, *mobjects): """ Mobjects will be displayed, from background to foreground in the order with which they are added. """ mobjects = [*mobjects, *self.foreground_mobjects] self.restructure_mobjects(to_remove=mobjects) self.mobjects += mobjects return self def remove(self, *mobjects): for list_name in "mobjects", "foreground_mobjects": self.restructure_mobjects(mobjects, list_name, False) return self def restructure_mobjects(self, to_remove, mobject_list_name="mobjects", extract_families=True): """ In cases where the scene contains a group, e.g. Group(m1, m2, m3), but one of its submobjects is removed, e.g. scene.remove(m1), the list of mobjects will be editing to contain other submobjects, but not m1, e.g. it will now insert m2 and m3 to where the group once was. """ if extract_families: to_remove = self.camera.extract_mobject_family_members(to_remove) _list = getattr(self, mobject_list_name) new_list = self.get_restructured_mobject_list(_list, to_remove) setattr(self, mobject_list_name, new_list) return self def get_displayed(self, mobjects): mobjs = self.get_restructured_mobject_list( mobjects, self.get_restructured_mobject_list(mobjects, self.mobjects)) if mobjs: return VGroup(*mobjs) else: return VMobject() def get_restructured_mobject_list(self, mobjects, to_remove): new_mobjects = [] def add_safe_mobjects_from_list(list_to_examine, set_to_remove): for mob in list_to_examine: if mob in set_to_remove: continue intersect = set_to_remove.intersection(mob.get_family()) if intersect: add_safe_mobjects_from_list(mob.submobjects, intersect) else: new_mobjects.append(mob) add_safe_mobjects_from_list(mobjects, set(to_remove)) return new_mobjects # Frame def wait(self, duration=DEFAULT_WAIT_TIME, stop_condition=None): self.handle_scene(self.handle_wait, duration=duration, stop_condition=stop_condition) def play(self, *args, **kwargs): self.handle_scene(self.handle_play, *args, **kwargs) def display(self, *args, run_time=0.07, **kwargs): if isinstance(args[-1], (int, float)): run_time = args[-1] args = args[:-1] try: self.play(AnimationGroup(*args), run_time=run_time, **kwargs) except: try: self.play(AnimationGroup(*args), run_time=run_time * 4, **kwargs) except: try: self.play(AnimationGroup(*args), run_time=run_time * 2, **kwargs) except: self.play(AnimationGroup(*args), run_time=1, **kwargs) def exec(self, animationgroup): for each in animationgroup.animations: try: if each.xaction == "display": self.display(each, **vars(each)) elif each.xaction == "post": self.post(each, **vars(each)) elif each.xaction == "sound": try: each.time_offset except: each.time_offset = 0 try: self.add_sound(each.sound, time_offset=each.time_offset) except: pass elif each.xaction == "fadeout": try: each.exclude_mobjs except: each.exclude_mobjs = "foreground" self.fadeout(exclude_mobjs=each.exclude_mobjs) except: self.play(each, **vars(each)) def handle_scene(self, func, *args, **kwargs): self.update_skipping_status() allow_write = not self.skip_animations self.file_writer.begin_animation(allow_write) func(self, *args, **kwargs) self.file_writer.end_animation(allow_write) self.num_plays += 1 def update_skipping_status(self): if self.start_at_animation_number: if self.num_plays == self.start_at_animation_number: self.skip_animations = False if self.end_at_animation_number: if self.num_plays >= self.end_at_animation_number: self.skip_animations = True raise EndSceneEarlyException() def handle_wait(self, *args, **kwargs): duration = kwargs['duration'] stop_condition = kwargs['stop_condition'] self.update_mobjects(dt=0) # Any problems with this? if self.should_update_mobjects(): time_progression = self.get_wait_time_progression( duration, stop_condition) # TODO, be smart about setting a static image # the same way Scene.play does last_t = 0 for t in time_progression: dt = t - last_t last_t = t self.update_mobjects(dt) self.update_frame() self.add_frames(self.get_frame()) if stop_condition is not None and stop_condition(): time_progression.close() break elif self.skip_animations: # Do nothing return self else: self.update_frame() dt = 1 / self.camera.frame_rate n_frames = int(duration / dt) frame = self.get_frame() self.add_frames(*[frame] * n_frames) return self def handle_play(self, *args, **kwargs): args = args[1:] if len(args) == 0: warnings.warn("Called Scene.play with no animations") return ''' animations = self.compile_play_args_to_animation_list( *args, **kwargs ) ''' if not isinstance(args[0], _AnimationBuilder): animations = self.compile_play_args_to_animation_list( *args, **kwargs) else: animations = self.compile_animations(*args, **kwargs) self.begin_animations(animations) self.progress_through_animations(animations) self.finish_animations(animations) def update_mobjects(self, dt): for mobject in self.mobjects: mobject.update(dt) def should_update_mobjects(self): return self.always_update_mobjects or any([ mob.has_time_based_updater() for mob in self.get_mobject_family_members() ]) def get_wait_time_progression(self, duration, stop_condition): if stop_condition is not None: time_progression = self.get_time_progression( duration, n_iterations=-1, # So it doesn't show % progress override_skip_animations=True) time_progression.set_description("Waiting for {}".format( stop_condition.__name__)) else: time_progression = self.get_time_progression(duration) time_progression.set_description("Waiting {}".format( self.num_plays)) return time_progression def compile_play_args_to_animation_list(self, *args, **kwargs): """ Each arg can either be an animation, or a mobject method followed by that methods arguments (and potentially follow by a dict of kwargs for that method). This animation list is built by going through the args list, and each animation is simply added, but when a mobject method s hit, a MoveToTarget animation is built using the args that follow up until either another animation is hit, another method is hit, or the args list runs out. """ animations = [] state = { "curr_method": None, "last_method": None, "method_args": [], } def compile_method(state): if state["curr_method"] is None: return mobject = state["curr_method"].__self__ if state["last_method"] and state[ "last_method"].__self__ is mobject: animations.pop() # method should already have target then. else: mobject.generate_target() # if len(state["method_args"]) > 0 and isinstance( state["method_args"][-1], dict): method_kwargs = state["method_args"].pop() else: method_kwargs = {} state["curr_method"].__func__(mobject.target, *state["method_args"], **method_kwargs) animations.append(MoveToTarget(mobject)) state["last_method"] = state["curr_method"] state["curr_method"] = None state["method_args"] = [] for arg in args: #if isinstance(arg, Animation): # compile_method(state) # animations.append(arg) if inspect.ismethod(arg): compile_method(state) state["curr_method"] = arg elif state["curr_method"] is not None: state["method_args"].append(arg) elif isinstance(arg, Mobject): raise Exception(""" I think you may have invoked a method you meant to pass in as a Scene.play argument """) else: #raise Exception("Invalid play arguments") try: anim = prepare_animation(arg) except TypeError: raise TypeError( f"Unexpected argument {arg} passed to Scene.play()") compile_method(state) animations.append(anim) compile_method(state) for animation in animations: # This is where kwargs to play like run_time and rate_func # get applied to all animations animation.update_config(**kwargs) return animations def compile_animations(self, *args, **kwargs): """ Creates _MethodAnimations from any _AnimationBuilders and updates animation kwargs with kwargs passed to play(). Parameters ---------- *args : Tuple[:class:`Animation`] Animations to be played. **kwargs Configuration for the call to play(). Returns ------- Tuple[:class:`Animation`] Animations to be played. """ animations = [] for arg in args: try: animations.append(prepare_animation(arg)) except TypeError: if inspect.ismethod(arg): raise TypeError( "Passing Mobject methods to Scene.play is no longer" " supported. Use Mobject.animate instead.") else: raise TypeError( f"Unexpected argument {arg} passed to Scene.play().") for animation in animations: for k, v in kwargs.items(): setattr(animation, k, v) return animations def begin_animations(self, animations): curr_mobjects = self.get_mobject_family_members() for animation in animations: # Begin animation #animation.begin() animation.start() # Anything animated that's not already in the # scene gets added to the scene mob = animation.mobject if mob not in curr_mobjects: self.add(mob) curr_mobjects += mob.get_family() def get_moving_mobjects(self, *animations): # Go through mobjects from start to end, and # as soon as there's one that needs updating of # some kind per frame, return the list from that # point forward. animation_mobjects = [anim.mobject for anim in animations] mobjects = self.get_mobject_family_members() for i, mob in enumerate(mobjects): update_possibilities = [ mob in animation_mobjects, len(mob.get_family_updaters()) > 0, mob in self.foreground_mobjects ] if any(update_possibilities): return mobjects[i:] return [] def get_mobject_family_members(self): return self.camera.extract_mobject_family_members(self.mobjects) def progress_through_animations(self, animations): # Paint all non-moving objects onto the screen, so they don't # have to be rendered every frame moving_mobjects = self.get_moving_mobjects(*animations) self.update_frame(excluded_mobjects=moving_mobjects) static_image = self.get_frame() last_t = 0 for t in self.get_animation_time_progression(animations): dt = t - last_t last_t = t for animation in animations: animation.update_mobjects(dt) alpha = t / animation.run_time animation.interpolate(alpha) self.update_mobjects(dt) self.update_frame(moving_mobjects, static_image) self.add_frames(self.get_frame()) def update_frame(self, mobjects=None, background=None, include_submobjects=True, ignore_skipping=True, **kwargs): if self.skip_animations and not ignore_skipping: return if mobjects is None: mobjects = list_update( self.mobjects, self.foreground_mobjects, ) if background is not None: self.set_camera_pixel_array(background) else: self.reset_camera() kwargs["include_submobjects"] = include_submobjects self.capture_mobjects_in_camera(mobjects, **kwargs) def get_frame(self): return array(self.camera.get_pixel_array()) def add_frames(self, *frames): dt = 1 / self.camera.frame_rate self.increment_time(len(frames) * dt) if self.skip_animations: return for frame in frames: self.file_writer.write_frame(frame) def increment_time(self, d_time): self.time += d_time def get_animation_time_progression(self, animations): run_time = self.get_run_time(animations) time_progression = self.get_time_progression(run_time) time_progression.set_description("".join([ "Animation {}: ".format(self.num_plays), str(animations[0]), (", etc." if len(animations) > 1 else ""), ])) return time_progression def get_run_time(self, animations): return max([animation.run_time for animation in animations]) def get_time_progression(self, run_time, n_iterations=None, override_skip_animations=False): if self.skip_animations and not override_skip_animations: times = [run_time] else: step = 1 / self.camera.frame_rate times = arange(0, run_time, step) time_progression = ProgressDisplay( times, total=n_iterations, leave=self.leave_progress_bars, ascii=False if platform.system() != 'Windows' else True) return time_progression def set_camera_pixel_array(self, pixel_array): self.camera.set_pixel_array(pixel_array) def finish_animations(self, animations): for animation in animations: animation.finish() animation.clean_up_from_scene(self) self.mobjects_from_last_animation = [ anim.mobject for anim in animations ] if self.skip_animations: # TODO, run this call in for each animation? self.update_mobjects(self.get_run_time(animations)) else: self.update_mobjects(0) def reset_camera(self): self.camera.reset() def capture_mobjects_in_camera(self, mobjects, **kwargs): self.camera.capture_mobjects(mobjects, **kwargs) def add_sound(self, sound_file, time_offset=0, gain=None, **kwargs): if self.skip_animations: return time = self.get_time() + time_offset self.file_writer.add_sound(sound_file, time, gain, **kwargs) def get_time(self): return self.time def tear_down(self): pass def get_image(self): return self.camera.get_image() def print_end_message(self): print("Played {} animations".format(self.num_plays)) def __str__(self): return self.__class__.__name__ # TODO, remove this, and calls to this ZoomedScene def add_foreground_mobjects(self, *mobjects): self.foreground_mobjects = list_update(self.foreground_mobjects, mobjects) self.add(*mobjects) return self def add_foreground_mobject(self, mobject): return self.add_foreground_mobjects(mobject) def remove_foreground_mobjects(self, *to_remove): self.restructure_mobjects(to_remove, "foreground_mobjects") return self def remove_foreground_mobject(self, mobject): return self.remove_foreground_mobjects(mobject) # Only these methods should touch the camera def freeze_background(self): self.update_frame() self.set_camera(Cam(self.get_frame())) self.clear() def set_camera(self, camera): self.camera = camera def clear(self): self.mobjects = [] self.foreground_mobjects = [] return self def get_top_level_mobjects(self): # Return only those which are not in the family # of another mobject from the scene mobjects = self.get_mobjects() families = [m.get_family() for m in mobjects] def is_top_level(mobject): num_families = sum([(mobject in family) for family in families]) return num_families == 1 return list(filter(is_top_level, mobjects)) def get_mobjects(self): return list(self.mobjects) def set_camera_background(self, background): self.camera.set_background(background) def add_mobjects_among(self, values): """ This is meant mostly for quick prototyping, e.g. to add all mobjects defined up to a point, call self.add_mobjects_among(locals().values()) """ self.add(*filter(lambda m: isinstance(m, Mobject), values)) return self def fadein(self, *mobjects, run_time=1, pre_time=0.5, post_time=1): self.wait(pre_time) self.play(FadeIn(Group(*mobjects))) self.wait(post_time) return self def fadeout(self, mobjects=None, run_time=1, pre_time=0.5, post_time=0.5, exclude_mobjs=None): if mobjects is None: mobjarray = self.mobjects #mobjarray+=self.foreground_mobjects else: mobjarray = list(mobjects) if exclude_mobjs == "foreground" and self.foreground_mobjects: for each in self.foreground_mobjects: mobjarray.remove(each) elif isinstance(exclude_mobjs, (Mobject, Group)): for each in exclude_mobjs: mobjarray.remove(each) #self.foreground_mobjects.remove(exclude_mobjs) else: self.foreground_mobjects = [] self.wait(pre_time) #self.play(FadeOut(Group(*[each.suspend_updating() for each in mobjarray]), run_time=run_time)) self.play( DFadeOut(Group(*mobjarray).suspend_updating(), run_time=run_time)) self.wait(post_time) return self def grow(self, *mobject_or_chars, run_time=1, pre_time=0.5, post_time=1, **kwargs): """ if not isinstance(mobject_or_chars, (list,tuple,ndarray)): mobject_or_chars=[mobject_or_chars] mobject = Group(*[MobjectOrChars(each) for each in mobject_or_chars]) """ mobject = GroupedMobject(mobject_or_chars) keys = ["shift", "scale", "move_to"] [ exec( "mobject." + key + "([" + ','.join(str(x) for x in kwargs.get(key)) + "])", {"mobject": mobject}) for key in keys if key in kwargs ] self.wait(pre_time) self.play(GrowFromCenter(mobject)) self.wait(post_time) return self def diminish(self, *mobjects, run_time=1, pre_time=0.5, post_time=1, **kwargs): ''' if not isinstance(mobject_or_chars, (list, tuple, ndarray)): mobject_or_chars = [mobject_or_chars] mobject = VGroup(*[MobjectOrChars(each) for each in mobject_or_chars]) ''' if not mobjects: mobjects = ListedMobject(self.mobjects) imobjs = Group() vmobjs = VGroup() mobjs = Group() for each in mobjects: if isinstance(each, ImageMobjectGroup): imobjs.add(each) elif isinstance(each, VMobject): vmobjs.add(each) else: mobjs.add(each) ''' vmobjs=VGroup(*[each.remove_from_group(mobjects) for each in mobjects if isinstance(each, VMobject)]) mobjs=Group(*[each for each in mobjects if isinstance(each, Mobject)]) ''' #mobject = GroupedMobject(mobjects) #keys = ["shift"] #[exec("mobject."+key+"(["+','.join(str(x) for x in kwargs.get(key))+"])", # {"mobject": mobject}) for key in keys if key in kwargs] #self.wait(pre_time) self.play( AnimationGroup(DiminishToPoint(vmobjs, [0, 0, 0]), DFadeOut(mobjs), ShrinkToCenter(imobjs))) self.wait(post_time) return self def create(self, *mobject_or_chars, pre_time=0.5, post_time=1, **kwargs): if not isinstance(mobject_or_chars, (list, tuple, ndarray)): mobject_or_chars = [mobject_or_chars] mobject = Group(*[MobjectOrChars(each) for each in mobject_or_chars]) keys = ["shift"] [ exec( "mobject." + key + "([" + ','.join(str(x) for x in kwargs.get(key)) + "])", {"mobject": mobject}) for key in keys if key in kwargs ] self.wait(pre_time) self.play(ShowCreation(mobject), **kwargs) self.wait(post_time) return self def onebyone(self, *mobject_or_chars, run_time=1, pre_time=0.5, post_time=1, **kwargs): if not isinstance(mobject_or_chars, (list, tuple, ndarray)): mobject_or_chars = [mobject_or_chars] mobject = Group(*[MobjectOrChars(each) for each in mobject_or_chars]) keys = ["shift"] [ exec( "mobject." + key + "([" + ','.join(str(x) for x in kwargs.get(key)) + "])", {"mobject": mobject}) for key in keys if key in kwargs ] self.wait(pre_time) self.play(ShowSubmobjectsOneByOne(mobject)) self.wait(post_time) return self def set_variables_as_attrs(self, *objects, **newly_named_objects): """ This method is slightly hacky, making it a little easier for certain methods (typically subroutines of construct) to share local variables. """ caller_locals = inspect.currentframe().f_back.f_locals for key, value in list(caller_locals.items()): for o in objects: if value is o: setattr(self, key, value) for key, value in list(newly_named_objects.items()): setattr(self, key, value) return self def get_attrs(self, *keys): return [getattr(self, key) for key in keys] def bring_to_front(self, *mobjects): self.add(*mobjects) return self def bring_to_back(self, *mobjects): self.remove(*mobjects) self.mobjects = list(mobjects) + self.mobjects return self def pin(self, *mobjects, **kwargs): for each in mobjects: if isinstance(each, (Group)): each.add_updater( lambda group: self.camera.add_fixed_orientation_mobjects( group, **kwargs)) elif isinstance(each, (Mobject)): self.camera.add_fixed_orientation_mobjects(each, **kwargs) elif isinstance(each, Animation): self.camera.add_fixed_orientation_mobjects(each.mobject) self.play(each, **kwargs) def post(self, *mobjects, foreground=False, **kwargs): for each in mobjects: if foreground: if isinstance(each, (Group, Mobject)): each.add_as_foreground(self) elif isinstance(each, Animation): each.mobject.add_as_foreground(self) if isinstance(each, (Group)): each.add_updater(lambda group: self.camera. add_fixed_in_frame_mobjects(group)) elif isinstance(each, (Mobject)): self.camera.add_fixed_in_frame_mobjects(each) elif isinstance(each, Animation): self.camera.add_fixed_in_frame_mobjects(each.mobject) self.play(each, **kwargs) def get_mobject_copies(self): return [m.copy() for m in self.mobjects] # add def idle_stream(self): self.file_writer.idle_stream() def clean_up_animations(self, *animations): for animation in animations: animation.clean_up_from_scene(self) return self def get_mobjects_from_last_animation(self): if hasattr(self, "mobjects_from_last_animation"): return self.mobjects_from_last_animation return [] def wait_until(self, stop_condition, max_time=60): self.wait(max_time, stop_condition=stop_condition) def force_skipping(self): self.original_skipping_status = self.skip_animations self.skip_animations = True return self def revert_to_original_skipping_status(self): if hasattr(self, "original_skipping_status"): self.skip_animations = self.original_skipping_status return self def show_frame(self): self.update_frame(ignore_skipping=True) self.get_image().show() # TODO, this doesn't belong in Scene, but should be # part of some more specialized subclass optimized # for livestreaming def tex(self, latex): eq = TextMobject(latex) anims = [] anims.append(Write(eq)) for mobject in self.mobjects: anims.append(ApplyMethod(mobject.shift, 2 * UP)) self.play(*anims) def apply_method(self, func, *args, run_time=0.001, **kwargs): '''Dummy animate method ''' #return ApplyMethod(func, *args,run_time=run_time, **kwargs) func(*args, **kwargs) return Animation(Mobject(), run_time=0.001) def animate(self, *animations, run_time=0.001, **kwargs): '''Dummy animate AnimByAnim ''' return AnimByAnim(*animations, fix_time=run_time, retain=True, **kwargs) def print(self, *args): print(*args) return Display(Mobject())
class Scene(Container): CONFIG = { "window_config": {}, "camera_class": Camera, "camera_config": {}, "file_writer_config": {}, "skip_animations": False, "always_update_mobjects": False, "random_seed": 0, "start_at_animation_number": None, "end_at_animation_number": None, "leave_progress_bars": False, "preview": True, "linger_after_completion": True, } def __init__(self, **kwargs): Container.__init__(self, **kwargs) if self.preview: self.window = Window(self, **self.window_config) self.camera_config["ctx"] = self.window.ctx self.virtual_animation_start_time = 0 self.real_animation_start_time = time.time() else: self.window = None self.camera = self.camera_class(**self.camera_config) self.file_writer = SceneFileWriter(self, **self.file_writer_config) self.mobjects = [] self.num_plays = 0 self.time = 0 self.skip_time = 0 self.original_skipping_status = self.skip_animations self.time_of_last_frame = time.time() # Items associated with interaction self.mouse_point = Point() self.mouse_drag_point = Point() self.zoom_on_scroll = False self.quit_interaction = False # Much nice to work with deterministic scenes if self.random_seed is not None: random.seed(self.random_seed) np.random.seed(self.random_seed) def run(self): self.setup() try: self.construct() except EndSceneEarlyException: pass self.tear_down() def setup(self): """ This is meant to be implement by any scenes which are comonly subclassed, and have some common setup involved before the construct method is called. """ pass def construct(self): # Where all the animation happens # To be implemented in subclasses pass def tear_down(self): self.stop_skipping() self.file_writer.finish() if self.window and self.linger_after_completion: self.interact() def interact(self): # If there is a window, enter a loop # which updates the frame while under # the hood calling the pyglet event loop self.quit_interaction = False while not self.window.is_closing and not self.quit_interaction: self.update_frame() if self.window.is_closing: self.window.destroy() def embed(self): if not self.preview: # If the scene is just being # written, ignore embed calls return self.stop_skipping() self.linger_after_completion = False self.update_frame() shell = InteractiveShellEmbed() # Have the frame update after each command shell.events.register('post_run_cell', lambda *a, **kw: self.update_frame()) # Stack depth of 2 means the shell will use # the namespace of the caller, not this method shell(stack_depth=2) def __str__(self): return self.__class__.__name__ # Only these methods should touch the camera def get_image(self): return self.camera.get_image() def update_frame(self, dt=0, ignore_skipping=False): self.increment_time(dt) self.update_mobjects(dt) if self.skip_animations and not ignore_skipping: return if self.window: self.window.clear() self.camera.clear() self.camera.capture(*self.mobjects) if self.window: self.window.swap_buffers() # win_time, win_dt = self.window.timer.next_frame() # while (self.time - self.skip_time - win_time) > 0: vt = self.time - self.virtual_animation_start_time rt = time.time() - self.real_animation_start_time if rt < vt: self.update_frame(0) def emit_frame(self): if not self.skip_animations: self.file_writer.write_frame(self.camera) ### def update_mobjects(self, dt): for mobject in self.mobjects: mobject.update(dt) def should_update_mobjects(self): return self.always_update_mobjects or any( [len(mob.get_family_updaters()) > 0 for mob in self.mobjects]) ### def get_time(self): return self.time def increment_time(self, dt): self.time += dt ### def get_top_level_mobjects(self): # Return only those which are not in the family # of another mobject from the scene mobjects = self.get_mobjects() families = [m.get_family() for m in mobjects] def is_top_level(mobject): num_families = sum([(mobject in family) for family in families]) return num_families == 1 return list(filter(is_top_level, mobjects)) def get_mobject_family_members(self): return extract_mobject_family_members(self.mobjects) def add(self, *new_mobjects): """ Mobjects will be displayed, from background to foreground in the order with which they are added. """ self.remove(*new_mobjects) self.mobjects += new_mobjects return self def add_mobjects_among(self, values): """ This is meant mostly for quick prototyping, e.g. to add all mobjects defined up to a point, call self.add_mobjects_among(locals().values()) """ self.add(*filter(lambda m: isinstance(m, Mobject), values)) return self def remove(self, *mobjects_to_remove): self.mobjects = restructure_list_to_exclude_certain_family_members( self.mobjects, mobjects_to_remove) return self def bring_to_front(self, *mobjects): self.add(*mobjects) return self def bring_to_back(self, *mobjects): self.remove(*mobjects) self.mobjects = list(mobjects) + self.mobjects return self def clear(self): self.mobjects = [] return self def get_mobjects(self): return list(self.mobjects) def get_mobject_copies(self): return [m.copy() for m in self.mobjects] def get_time_progression(self, run_time, n_iterations=None, override_skip_animations=False): if self.skip_animations and not override_skip_animations: times = [run_time] else: step = 1 / self.camera.frame_rate times = np.arange(0, run_time, step) time_progression = ProgressDisplay( times, total=n_iterations, leave=self.leave_progress_bars, ascii=False if platform.system() != 'Windows' else True) return time_progression def get_run_time(self, animations): return np.max([animation.run_time for animation in animations]) def get_animation_time_progression(self, animations): run_time = self.get_run_time(animations) time_progression = self.get_time_progression(run_time) time_progression.set_description("".join([ f"Animation {self.num_plays}: {animations[0]}", ", etc." if len(animations) > 1 else "", ])) return time_progression def anims_from_play_args(self, *args, **kwargs): """ Each arg can either be an animation, or a mobject method followed by that methods arguments (and potentially follow by a dict of kwargs for that method). This animation list is built by going through the args list, and each animation is simply added, but when a mobject method s hit, a MoveToTarget animation is built using the args that follow up until either another animation is hit, another method is hit, or the args list runs out. """ animations = [] state = { "curr_method": None, "last_method": None, "method_args": [], } def compile_method(state): if state["curr_method"] is None: return mobject = state["curr_method"].__self__ if state["last_method"] and state[ "last_method"].__self__ is mobject: animations.pop() # method should already have target then. else: mobject.generate_target() # if len(state["method_args"]) > 0 and isinstance( state["method_args"][-1], dict): method_kwargs = state["method_args"].pop() else: method_kwargs = {} state["curr_method"].__func__(mobject.target, *state["method_args"], **method_kwargs) animations.append(MoveToTarget(mobject)) state["last_method"] = state["curr_method"] state["curr_method"] = None state["method_args"] = [] for arg in args: if isinstance(arg, Animation): compile_method(state) animations.append(arg) elif inspect.ismethod(arg): compile_method(state) state["curr_method"] = arg elif state["curr_method"] is not None: state["method_args"].append(arg) elif isinstance(arg, Mobject): raise Exception(""" I think you may have invoked a method you meant to pass in as a Scene.play argument """) else: raise Exception("Invalid play arguments") compile_method(state) for animation in animations: # This is where kwargs to play like run_time and rate_func # get applied to all animations animation.update_config(**kwargs) return animations def update_skipping_status(self): if self.start_at_animation_number is not None: if self.num_plays == self.start_at_animation_number: self.stop_skipping() if self.end_at_animation_number is not None: if self.num_plays >= self.end_at_animation_number: raise EndSceneEarlyException() def stop_skipping(self): if self.skip_animations: self.skip_animations = False self.skip_time += self.time # Methods associated with running animations def handle_play_like_call(func): def wrapper(self, *args, **kwargs): self.update_skipping_status() should_write = not self.skip_animations if should_write: self.file_writer.begin_animation() if self.window: self.real_animation_start_time = time.time() self.virtual_animation_start_time = self.time func(self, *args, **kwargs) if should_write: self.file_writer.end_animation() self.num_plays += 1 return wrapper def lock_static_mobject_data(self, *animations): movers = list( it.chain(*[anim.mobject.get_family() for anim in animations])) for mobject in self.mobjects: if mobject in movers: continue if mobject.get_family_updaters(): continue mobject.lock_shader_data() def unlock_mobject_data(self): for mobject in self.mobjects: mobject.unlock_shader_data() def begin_animations(self, animations): for animation in animations: animation.begin() # Anything animated that's not already in the # scene gets added to the scene. Note, for # animated mobjects that are in the family of # those on screen, this can result in a restructuring # of the scene.mobjects list, which is usually desired. mob = animation.mobject if mob not in self.mobjects: self.add(mob) def progress_through_animations(self, animations): last_t = 0 for t in self.get_animation_time_progression(animations): dt = t - last_t last_t = t for animation in animations: animation.update_mobjects(dt) alpha = t / animation.run_time animation.interpolate(alpha) self.update_frame(dt) self.emit_frame() def finish_animations(self, animations): for animation in animations: animation.finish() animation.clean_up_from_scene(self) self.mobjects_from_last_animation = [ anim.mobject for anim in animations ] if self.skip_animations: self.update_mobjects(self.get_run_time(animations)) else: self.update_mobjects(0) @handle_play_like_call def play(self, *args, **kwargs): if len(args) == 0: warnings.warn("Called Scene.play with no animations") return animations = self.anims_from_play_args(*args, **kwargs) self.lock_static_mobject_data(*animations) self.begin_animations(animations) self.progress_through_animations(animations) self.finish_animations(animations) self.unlock_mobject_data() def clean_up_animations(self, *animations): for animation in animations: animation.clean_up_from_scene(self) return self def get_mobjects_from_last_animation(self): if hasattr(self, "mobjects_from_last_animation"): return self.mobjects_from_last_animation return [] def get_wait_time_progression(self, duration, stop_condition): if stop_condition is not None: time_progression = self.get_time_progression( duration, n_iterations=-1, # So it doesn't show % progress override_skip_animations=True) time_progression.set_description("Waiting for {}".format( stop_condition.__name__)) else: time_progression = self.get_time_progression(duration) time_progression.set_description("Waiting {}".format( self.num_plays)) return time_progression @handle_play_like_call def wait(self, duration=DEFAULT_WAIT_TIME, stop_condition=None): self.update_mobjects(dt=0) # Any problems with this? if self.should_update_mobjects(): self.lock_static_mobject_data() time_progression = self.get_wait_time_progression( duration, stop_condition) last_t = 0 for t in time_progression: dt = t - last_t last_t = t self.update_frame(dt) self.emit_frame() if stop_condition is not None and stop_condition(): time_progression.close() break self.unlock_mobject_data() elif self.skip_animations: # Do nothing return self else: self.update_frame(duration) n_frames = int(duration * self.camera.frame_rate) for n in range(n_frames): self.emit_frame() return self def wait_until(self, stop_condition, max_time=60): self.wait(max_time, stop_condition=stop_condition) def force_skipping(self): self.original_skipping_status = self.skip_animations self.skip_animations = True return self def revert_to_original_skipping_status(self): if hasattr(self, "original_skipping_status"): self.skip_animations = self.original_skipping_status return self def add_sound(self, sound_file, time_offset=0, gain=None, **kwargs): if self.skip_animations: return time = self.get_time() + time_offset self.file_writer.add_sound(sound_file, time, gain, **kwargs) def show(self): self.update_frame(ignore_skipping=True) self.get_image().show() # Helpers for interactive development def save_state(self): self.saved_state = { "mobjects": self.mobjects, "mobject_states": [mob.copy() for mob in self.mobjects], } def restore(self): if not hasattr(self, "saved_state"): raise Exception("Trying to restore scene without having saved") mobjects = self.saved_state["mobjects"] states = self.saved_state["mobject_states"] for mob, state in zip(mobjects, states): mob.become(state) self.mobjects = mobjects # Event handling def on_mouse_motion(self, point, d_point): self.mouse_point.move_to(point) def on_mouse_drag(self, point, d_point, buttons, modifiers): self.mouse_drag_point.move_to(point) def on_mouse_press(self, point, button, mods): pass def on_mouse_release(self, point, button, mods): pass def on_mouse_scroll(self, point, offset): frame = self.camera.frame if self.zoom_on_scroll: factor = 1 + np.arctan(10 * offset[1]) frame.scale(factor, about_point=point) else: frame.shift(-30 * offset) def on_key_release(self, symbol, modifiers): if chr(symbol) == "z": self.zoom_on_scroll = False def on_key_press(self, symbol, modifiers): if chr(symbol) == "r": self.camera.frame.restore() elif chr(symbol) == "z": self.zoom_on_scroll = True elif chr(symbol) == "q": self.quit_interaction = True def on_resize(self, width: int, height: int): self.camera.reset_pixel_shape(width, height) def on_show(self): pass def on_hide(self): pass def on_close(self): pass