def animate_product(self, left, right, result): l_matrix = left.get_mob_matrix() r_matrix = right.get_mob_matrix() result_matrix = result.get_mob_matrix() circle = Circle(radius=l_matrix[0][0].get_height(), color=GREEN) circles = VGroup(*[ entry.get_point_mobject() for entry in (l_matrix[0][0], r_matrix[0][0]) ]) (m, k), n = l_matrix.shape, r_matrix.shape[1] for mob in result_matrix.flatten(): mob.set_color(BLACK) lagging_anims = [] for a in range(m): for b in range(n): for c in range(k): l_matrix[a][c].set_color(YELLOW) r_matrix[c][b].set_color(YELLOW) for c in range(k): start_parts = VGroup(l_matrix[a][c].copy(), r_matrix[c][b].copy()) result_entry = result_matrix[a][b].split()[c] new_circles = VGroup(*[ circle.copy().shift(part.get_center()) for part in start_parts.split() ]) self.play(Transform(circles, new_circles)) self.play( Transform( start_parts, result_entry.copy().set_color(YELLOW), path_arc=-np.pi / 2, submobject_mode="all_at_once", ), *lagging_anims) result_entry.set_color(YELLOW) self.remove(start_parts) lagging_anims = [ ApplyMethod(result_entry.set_color, WHITE) ] for c in range(k): l_matrix[a][c].set_color(WHITE) r_matrix[c][b].set_color(WHITE) self.play(FadeOut(circles), *lagging_anims) self.wait()
class PiCreature(SVGMobject): CONFIG = { "color": BLUE_E, "file_name_prefix": "PiCreatures", "stroke_width": 0, "stroke_color": BLACK, "fill_opacity": 1.0, "propagate_style_to_family": True, "height": 3, "corner_scale_factor": 0.75, "flip_at_start": False, "is_looking_direction_purposeful": False, "start_corner": None, # Range of proportions along body where arms are "right_arm_range": [0.55, 0.7], "left_arm_range": [.34, .462], } def __init__(self, mode="plain", **kwargs): digest_config(self, kwargs) self.mode = mode self.parts_named = False try: svg_file = os.path.join( PI_CREATURE_DIR, "%s_%s.svg" % (self.file_name_prefix, mode) ) SVGMobject.__init__(self, file_name=svg_file, **kwargs) except: warnings.warn("No %s design with mode %s" % (self.file_name_prefix, mode)) svg_file = os.path.join( FILE_DIR, "PiCreatures_plain.svg", ) SVGMobject.__init__(self, file_name=svg_file, **kwargs) if self.flip_at_start: self.flip() if self.start_corner is not None: self.to_corner(self.start_corner) def align_data(self, mobject): # This ensures that after a transform into a different mode, # the pi creatures mode will be updated appropriately SVGMobject.align_data(self, mobject) if isinstance(mobject, PiCreature): self.mode = mobject.get_mode() def name_parts(self): self.mouth = self.submobjects[MOUTH_INDEX] self.body = self.submobjects[BODY_INDEX] self.pupils = VGroup(*[ self.submobjects[LEFT_PUPIL_INDEX], self.submobjects[RIGHT_PUPIL_INDEX] ]) self.eyes = VGroup(*[ self.submobjects[LEFT_EYE_INDEX], self.submobjects[RIGHT_EYE_INDEX] ]) self.eye_parts = VGroup(self.eyes, self.pupils) self.parts_named = True def init_colors(self): SVGMobject.init_colors(self) if not self.parts_named: self.name_parts() self.mouth.set_fill(BLACK, opacity=1) self.body.set_fill(self.color, opacity=1) self.pupils.set_fill(BLACK, opacity=1) # self.pupils.set_stroke(DARK_GREY, width=1) self.add_pupil_light_spot(self.pupils) self.eyes.set_fill(WHITE, opacity=1) return self def add_pupil_light_spot(self, pupils): # Purely an artifact of how the SVGs were drawn. # In a perfect world, this wouldn't be needed for pupil in pupils: index = 16 sub_points = pupil.points[:index] pupil.points = pupil.points[index + 2:] circle = VMobject() circle.points = sub_points circle.set_stroke(width=0) circle.set_fill(WHITE, 1) pupil.add(circle) def copy(self): copy_mobject = SVGMobject.copy(self) copy_mobject.name_parts() return copy_mobject def set_color(self, color): self.body.set_fill(color) self.color = color return self def change_mode(self, mode): new_self = self.__class__( mode=mode, ) new_self.match_style(self) new_self.match_height(self) if self.is_flipped() != new_self.is_flipped(): new_self.flip() new_self.shift(self.eyes.get_center() - new_self.eyes.get_center()) if hasattr(self, "purposeful_looking_direction"): new_self.look(self.purposeful_looking_direction) Transform(self, new_self).update(1) self.mode = mode return self def get_mode(self): return self.mode def look(self, direction): norm = get_norm(direction) if norm == 0: return direction /= norm self.purposeful_looking_direction = direction for pupil, eye in zip(self.pupils.split(), self.eyes.split()): c = eye.get_center() right = eye.get_right() - c up = eye.get_top() - c vect = direction[0] * right + direction[1] * up v_norm = get_norm(vect) p_radius = 0.5 * pupil.get_width() vect *= (v_norm - 0.75 * p_radius) / v_norm pupil.move_to(c + vect) self.pupils[1].align_to(self.pupils[0], DOWN) return self def look_at(self, point_or_mobject): if isinstance(point_or_mobject, Mobject): point = point_or_mobject.get_center() else: point = point_or_mobject self.look(point - self.eyes.get_center()) return self def change(self, new_mode, look_at_arg=None): self.change_mode(new_mode) if look_at_arg is not None: self.look_at(look_at_arg) return self def get_looking_direction(self): return np.sign(np.round( self.pupils.get_center() - self.eyes.get_center(), decimals=2 )) def is_flipped(self): return self.eyes.submobjects[0].get_center()[0] > \ self.eyes.submobjects[1].get_center()[0] def blink(self): eye_parts = self.eye_parts eye_bottom_y = eye_parts.get_bottom()[1] eye_parts.apply_function( lambda p: [p[0], eye_bottom_y, p[2]] ) return self def to_corner(self, vect=None, **kwargs): if vect is not None: SVGMobject.to_corner(self, vect, **kwargs) else: self.scale(self.corner_scale_factor) self.to_corner(DOWN + LEFT, **kwargs) return self def get_bubble(self, *content, **kwargs): bubble_class = kwargs.get("bubble_class", ThoughtBubble) bubble = bubble_class(**kwargs) if len(content) > 0: if isinstance(content[0], str): content_mob = TextMobject(*content) else: content_mob = content[0] bubble.add_content(content_mob) if "height" not in kwargs and "width" not in kwargs: bubble.resize_to_content() bubble.pin_to(self) self.bubble = bubble return bubble def make_eye_contact(self, pi_creature): self.look_at(pi_creature.eyes) pi_creature.look_at(self.eyes) return self def shrug(self): self.change_mode("shruggie") top_mouth_point, bottom_mouth_point = [ self.mouth.points[np.argmax(self.mouth.points[:, 1])], self.mouth.points[np.argmin(self.mouth.points[:, 1])] ] self.look(top_mouth_point - bottom_mouth_point) return self def get_arm_copies(self): body = self.body return VGroup(*[ body.copy().pointwise_become_partial(body, *alpha_range) for alpha_range in (self.right_arm_range, self.left_arm_range) ])