예제 #1
0
    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)
예제 #2
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    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()
예제 #3
0
    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)
예제 #5
0
파일: scene.py 프로젝트: coallaoh/manim
    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()
예제 #6
0
파일: scene.py 프로젝트: 0Shark/manim
    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)
예제 #7
0
    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()
예제 #8
0
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()
예제 #9
0
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
예제 #10
0
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()
예제 #11
0
파일: scene.py 프로젝트: acm-clan/manim
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
예제 #12
0
파일: scene.py 프로젝트: coallaoh/manim
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)
예제 #13
0
파일: scene.py 프로젝트: 0Shark/manim
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
예제 #14
0
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