Switch old syntax for animating methods to .animate syntax

This commit is contained in:
friedkeenan 2021-02-10 09:10:31 -06:00
parent d24ba30fde
commit cfd32c79b1
5 changed files with 135 additions and 114 deletions

View file

@ -12,11 +12,11 @@ class SquareToCircle(Scene):
self.play(ReplacementTransform(square, circle))
self.wait()
# Try typing the following lines
# self.play(circle.stretch, 4, {"dim": 0})
# self.play(circle.animate.stretch(4, dim=0))
# self.play(Rotate(circle, TAU / 4))
# self.play(circle.shift, 2 * RIGHT, circle.scale, 0.25)
# self.play(circle.animate.shift(2 * RIGHT), circle.animate.scale(0.25))
# circle.insert_n_curves(10)
# self.play(circle.apply_complex_function, lambda z: z**2)
# self.play(circle.animate.apply_complex_function(lambda z: z**2))
class SquareToCircleEmbed(Scene):
def construct(self):
@ -26,12 +26,12 @@ class SquareToCircleEmbed(Scene):
self.add(circle)
self.wait()
self.play(circle.stretch, 4, {"dim": 0})
self.play(circle.animate.stretch(4, dim=0))
self.wait(1.5)
self.play(Rotate(circle, TAU / 4))
self.wait(1.5)
self.play(circle.shift, 2 * RIGHT, circle.scale, 0.25)
self.play(circle.animate.shift(2 * RIGHT), circle.animate.scale(0.25))
self.wait(1.5)
circle.insert_n_curves(10)
self.play(circle.apply_complex_function, lambda z: z**2)
self.play(circle.animate.apply_complex_function(lambda z: z**2))
self.wait(2)

View file

@ -39,40 +39,52 @@ AnimatingMethods
grid = Tex(r"\pi").get_grid(10, 10, height=4)
self.add(grid)
# If you pass in a mobject method to the scene's "play" function,
# it will apply an animation interpolating between the mobject's
# initial state and whatever happens when you apply that method.
# For example, calling grid.shift(2 * LEFT) would shift it two units
# to the left, but the following line animates that motion.
self.play(grid.shift, 2 * LEFT)
# You can animate the application of mobject methods with the
# ".animate" syntax:
self.play(grid.animate.shift(LEFT))
# Alternatively, you can use the older syntax by passing the
# method and then the arguments to the scene's "play" function:
self.play(grid.shift, LEFT)
# Both of those will interpolate between the mobject's initial
# state and whatever happens when you apply that method.
# For this example, calling grid.shift(LEFT) would shift the
# grid one unit to the left, but both of the previous calls to
# "self.play" animate that motion.
# The same applies for any method, including those setting colors.
self.play(grid.set_submobject_colors_by_gradient, BLUE, GREEN)
self.play(grid.set_height, TAU - MED_SMALL_BUFF)
self.play(grid.animate.set_color(YELLOW))
self.wait()
self.play(grid.animate.set_submobject_colors_by_gradient(BLUE, GREEN))
self.wait()
self.play(grid.animate.set_height(TAU - MED_SMALL_BUFF))
self.wait()
# The method Mobject.apply_complex_function lets you apply arbitrary
# complex functions, treating the points defining the mobject as
# complex numbers.
self.play(grid.apply_complex_function, np.exp, run_time=5)
self.play(grid.animate.apply_complex_function(np.exp), run_time=5)
self.wait()
# Even more generally, you could apply Mobject.apply_function,
# which takes in functions form R^3 to R^3
self.play(
grid.apply_function,
grid.animate.apply_function(
lambda p: [
p[0] + 0.5 * math.sin(p[1]),
p[1] + 0.5 * math.sin(p[0]),
p[2]
],
]
),
run_time=5,
)
self.wait()
The new usage in this scene is ``.get_grid()`` and ``self.play(mob.method, args)``.
The new usage in this scene is ``.get_grid()`` and ``self.play(mob.animate.method(args))``.
- ``.get_grid()`` method will return a new mobject containing multiple copies of this one arranged in a grid.
- ``self.play(mob.method, args)`` animate the method, and the details are in the comments above.
- ``self.play(mob.animate.method(args))`` animates the method, and the details are in the comments above.
TextExample
-----------
@ -291,18 +303,18 @@ UpdatersExample
# Notice that the brace and label track with the square
self.play(
square.scale, 2,
square.animate.scale(2),
rate_func=there_and_back,
run_time=2,
)
self.wait()
self.play(
square.set_width, 5, {"stretch": True},
square.set_width(5, stretch=True),
run_time=3,
)
self.wait()
self.play(
square.set_width, 2,
square.animate.set_width(2),
run_time=3
)
self.wait()
@ -400,8 +412,8 @@ SurfaceExample
self.play(
Transform(surface, surfaces[2]),
# Move camera frame during the transition
frame.increment_phi, -10 * DEGREES,
frame.increment_theta, -20 * DEGREES,
frame.animate.increment_phi(-10 * DEGREES),
frame.animate.increment_theta(-20 * DEGREES),
run_time=3
)
# Add ambient rotation
@ -416,8 +428,8 @@ SurfaceExample
light = self.camera.light_source
self.add(light)
light.save_state()
self.play(light.move_to, 3 * IN, run_time=5)
self.play(light.shift, 10 * OUT, run_time=5)
self.play(light.animate.move_to(3 * IN), run_time=5)
self.play(light.animate.shift(10 * OUT), run_time=5)
drag_text = Text("Try moving the mouse while pressing d or s")
drag_text.move_to(light_text)
@ -467,7 +479,7 @@ OpeningManimExample
FadeTransform(intro_words, linear_transform_words)
)
self.wait()
self.play(grid.apply_matrix, matrix, run_time=3)
self.play(grid.animate.apply_matrix(matrix), run_time=3)
self.wait()
# Complex map
@ -491,7 +503,7 @@ OpeningManimExample
)
self.wait()
self.play(
moving_c_grid.apply_complex_function, lambda z: z**2,
moving_c_grid.animate.apply_complex_function(lambda z: z**2),
run_time=6,
)
self.wait(2)

View file

@ -221,15 +221,15 @@ For example: input the following lines (without comment lines) into it respectiv
.. code-block:: python
# Stretched 4 times in the vertical direction
play(circle.stretch, 4, {"dim": 0})
play(circle.animate.stretch(4, dim=0}))
# Rotate the ellipse 90°
play(Rotate(circle, TAU / 4))
# Move 2 units to the right and shrink to 1/4 of the original
play(circle.shift, 2 * RIGHT, circle.scale, 0.25)
play(circle.animate.shift(2 * RIGHT), circle.animate.scale(0.25))
# Insert 10 curves into circle for non-linear transformation (no animation will play)
circle.insert_n_curves(10)
# Apply a complex transformation of f(z)=z^2 to all points on the circle
play(circle.apply_complex_function, lambda z: z**2)
play(circle.animate.apply_complex_function(lambda z: z**2))
# Close the window and exit the program
exit()

View file

@ -37,7 +37,7 @@ class OpeningManimExample(Scene):
FadeTransform(intro_words, linear_transform_words)
)
self.wait()
self.play(grid.apply_matrix, matrix, run_time=3)
self.play(grid.animate.apply_matrix(matrix), run_time=3)
self.wait()
# Complex map
@ -61,7 +61,7 @@ class OpeningManimExample(Scene):
)
self.wait()
self.play(
moving_c_grid.apply_complex_function, lambda z: z**2,
moving_c_grid.animate.apply_complex_function(lambda z: z**2),
run_time=6,
)
self.wait(2)
@ -72,35 +72,44 @@ class AnimatingMethods(Scene):
grid = Tex(r"\pi").get_grid(10, 10, height=4)
self.add(grid)
# If you pass in a mobject method to the scene's "play" function,
# it will apply an animation interpolating between the mobject's
# initial state and whatever happens when you apply that method.
# For example, calling grid.shift(2 * LEFT) would shift it two units
# to the left, but the following line animates that motion.
self.play(grid.shift, 2 * LEFT)
# You can animate the application of mobject methods with the
# ".animate" syntax:
self.play(grid.animate.shift(LEFT))
# Alternatively, you can use the older syntax by passing the
# method and then the arguments to the scene's "play" function:
self.play(grid.shift, LEFT)
# Both of those will interpolate between the mobject's initial
# state and whatever happens when you apply that method.
# For this example, calling grid.shift(LEFT) would shift the
# grid one unit to the left, but both of the previous calls to
# "self.play" animate that motion.
# The same applies for any method, including those setting colors.
self.play(grid.set_color, YELLOW)
self.play(grid.animate.set_color(YELLOW))
self.wait()
self.play(grid.set_submobject_colors_by_gradient, BLUE, GREEN)
self.play(grid.animate.set_submobject_colors_by_gradient(BLUE, GREEN))
self.wait()
self.play(grid.set_height, TAU - MED_SMALL_BUFF)
self.play(grid.animate.set_height(TAU - MED_SMALL_BUFF))
self.wait()
# The method Mobject.apply_complex_function lets you apply arbitrary
# complex functions, treating the points defining the mobject as
# complex numbers.
self.play(grid.apply_complex_function, np.exp, run_time=5)
self.play(grid.animate.apply_complex_function(np.exp), run_time=5)
self.wait()
# Even more generally, you could apply Mobject.apply_function,
# which takes in functions form R^3 to R^3
self.play(
grid.apply_function,
grid.animate.apply_function(
lambda p: [
p[0] + 0.5 * math.sin(p[1]),
p[1] + 0.5 * math.sin(p[0]),
p[2]
],
]
),
run_time=5,
)
self.wait()
@ -294,18 +303,18 @@ class UpdatersExample(Scene):
# Notice that the brace and label track with the square
self.play(
square.scale, 2,
square.animate.scale(2),
rate_func=there_and_back,
run_time=2,
)
self.wait()
self.play(
square.set_width, 5, {"stretch": True},
square.set_width(5, stretch=True),
run_time=3,
)
self.wait()
self.play(
square.set_width, 2,
square.animate.set_width(2),
run_time=3
)
self.wait()
@ -398,8 +407,8 @@ class GraphExample(Scene):
lambda: axes.i2gp(x_tracker.get_value(), parabola)
)
self.play(x_tracker.set_value, 4, run_time=3)
self.play(x_tracker.set_value, -2, run_time=3)
self.play(x_tracker.animate.set_value(4), run_time=3)
self.play(x_tracker.animate.set_value(-2), run_time=3)
self.wait()
@ -442,9 +451,9 @@ class CoordinateSystemExample(Scene):
dot = Dot(color=RED)
dot.move_to(axes.c2p(0, 0))
self.play(FadeIn(dot, scale=0.5))
self.play(dot.move_to, axes.c2p(3, 2))
self.play(dot.animate.move_to(axes.c2p(3, 2)))
self.wait()
self.play(dot.move_to, axes.c2p(5, 0.5))
self.play(dot.animate.move_to(axes.c2p(5, 0.5)))
self.wait()
# Similarly, you can call axes.point_to_coords, or axes.p2c
@ -461,9 +470,9 @@ class CoordinateSystemExample(Scene):
ShowCreation(h_line),
ShowCreation(v_line),
)
self.play(dot.move_to, axes.c2p(3, -2))
self.play(dot.animate.move_to(axes.c2p(3, -2)))
self.wait()
self.play(dot.move_to, axes.c2p(1, 1))
self.play(dot.animate.move_to(axes.c2p(1, 1)))
self.wait()
# If we tie the dot to a particular set of coordinates, notice
@ -471,8 +480,8 @@ class CoordinateSystemExample(Scene):
# system defined by them.
f_always(dot.move_to, lambda: axes.c2p(1, 1))
self.play(
axes.scale, 0.75,
axes.to_corner, UL,
axes.animate.scale(0.75),
axes.animate.to_corner(UL),
run_time=2,
)
self.wait()
@ -546,8 +555,8 @@ class SurfaceExample(Scene):
self.play(
Transform(surface, surfaces[2]),
# Move camera frame during the transition
frame.increment_phi, -10 * DEGREES,
frame.increment_theta, -20 * DEGREES,
frame.animate.increment_phi(-10 * DEGREES),
frame.animate.increment_theta(-20 * DEGREES),
run_time=3
)
# Add ambient rotation
@ -562,8 +571,8 @@ class SurfaceExample(Scene):
light = self.camera.light_source
self.add(light)
light.save_state()
self.play(light.move_to, 3 * IN, run_time=5)
self.play(light.shift, 10 * OUT, run_time=5)
self.play(light.animate.move_to(3 * IN), run_time=5)
self.play(light.animate.shift(10 * OUT), run_time=5)
drag_text = Text("Try moving the mouse while pressing d or s")
drag_text.move_to(light_text)
@ -593,9 +602,9 @@ class InteractiveDevlopment(Scene):
# the interactive shell
self.play(ReplacementTransform(square, circle))
self.wait()
self.play(circle.stretch, 4, 0)
self.play(circle.animate.stretch(4, 0))
self.play(Rotate(circle, 90 * DEGREES))
self.play(circle.shift, 2 * RIGHT, circle.scale, 0.25)
self.play(circle.animate.shift(2 * RIGHT, circle.scale, 0.25))
text = Text("""
In general, using the interactive shell