import inspect import random import warnings from tqdm import tqdm as ProgressDisplay import numpy as np from manimlib.animation.animation import Animation from manimlib.animation.creation import Write from manimlib.animation.transform import MoveToTarget, ApplyMethod from manimlib.camera.camera import Camera from manimlib.constants import * from manimlib.container.container import Container from manimlib.continual_animation.continual_animation import ContinualAnimation from manimlib.mobject.mobject import Mobject from manimlib.mobject.svg.tex_mobject import TextMobject from manimlib.scene.scene_file_writer import SceneFileWriter from manimlib.utils.iterables import list_update class Scene(Container): CONFIG = { "camera_class": Camera, "camera_config": {}, "file_writer_config": {}, "skip_animations": False, "always_continually_update": 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 = [] self.continual_animations = [] # 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 continual_update(self, dt): for mobject in self.mobjects: mobject.update(dt) for continual_animation in self.continual_animations: continual_animation.update(dt) def wind_down(self, *continual_animations, **kwargs): wind_down_time = kwargs.get("wind_down_time", 1) for continual_animation in continual_animations: continual_animation.begin_wind_down(wind_down_time) self.wait(wind_down_time) # TODO, this is not done with the remove method so as to # keep the relevant mobjects. Better way? self.continual_animations = [ca for ca in self.continual_animations if ca in continual_animations] def should_continually_update(self): if self.always_continually_update: return True if len(self.continual_animations) > 0: return True any_time_based_update = any([ len(m.get_time_based_updaters()) > 0 for m in self.get_mobject_family_members() ]) if any_time_based_update: return True return False ### 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 separate_mobjects_and_continual_animations(self, mobjects_or_continual_animations): mobjects = [] continual_animations = [] for item in mobjects_or_continual_animations: if isinstance(item, Mobject): mobjects.append(item) elif isinstance(item, ContinualAnimation): mobjects.append(item.mobject) continual_animations.append(item) else: raise Exception(""" Adding/Removing something which is not a Mobject or a ContinualAnimation """) return mobjects, continual_animations def add(self, *mobjects_or_continual_animations): """ Mobjects will be displayed, from background to foreground, in the order with which they are entered. """ mobjects, continual_animations = self.separate_mobjects_and_continual_animations( mobjects_or_continual_animations ) mobjects += self.foreground_mobjects self.restructure_mobjects(to_remove=mobjects) self.mobjects += mobjects self.continual_animations += continual_animations return self def add_mobjects_among(self, values): """ So a scene can just add all mobjects it's defined up to that point by calling add_mobjects_among(locals().values()) """ mobjects = [x for x in values if isinstance(x, Mobject)] self.add(*mobjects) return self def remove(self, *mobjects_or_continual_animations): mobjects, continual_animations = self.separate_mobjects_and_continual_animations( mobjects_or_continual_animations ) to_remove = self.camera.extract_mobject_family_members(mobjects) for list_name in "mobjects", "foreground_mobjects": self.restructure_mobjects(mobjects, list_name, False) self.continual_animations = [ ca for ca in self.continual_animations if ca not in continual_animations and ca.mobject not in to_remove] 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 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 = [] self.continual_animation = [] 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] ca_mobjects = [ca.mobject for ca in self.continual_animations] mobjects = self.get_mobject_family_members() for i, mob in enumerate(mobjects): update_possibilities = [ mob in animation_mobjects, mob in ca_mobjects, len(mob.get_updaters()) > 0, mob in self.foreground_mobjects ] for possibility in update_possibilities: if possibility: 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.continual_update(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: self.continual_update(self.get_run_time(animations)) else: self.continual_update(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): dt = 1 / self.camera.frame_rate self.continual_update(dt=0) # Any problems with this? if self.should_continually_update(): time_progression = self.get_wait_time_progression(duration, stop_condition) for t in time_progression: self.continual_update(dt) self.update_frame() self.add_frames(self.get_frame()) if stop_condition and stop_condition(): time_progression.close() break elif self.skip_animations: # Do nothing return self else: self.update_frame() n_frames = int(duration / dt) frame = self.get_frame() self.add_frames(*[frame] * n_frames) return self def wait_until(self, stop_condition, max_time=60): self.wait(max_time, stop_condition=stop_condition) def force_skipping(self): self.original_skipping_status = self.skip_animations self.skip_animations = True return self def revert_to_original_skipping_status(self): if hasattr(self, "original_skipping_status"): self.skip_animations = self.original_skipping_status return self def add_frames(self, *frames): dt = 1 / self.camera.frame_rate self.increment_time(len(frames) * dt) if self.skip_animations: return for frame in frames: self.file_writer.write_frame(frame) def add_sound(self, sound_file, time_offset=0, gain=None, **kwargs): time = self.get_time() + time_offset self.file_writer.add_sound(sound_file, time, gain, **kwargs) def show_frame(self): self.update_frame(ignore_skipping=True) self.get_image().show() # TODO, this doesn't belong in Scene, but should be # part of some more specialized subclass optimized # for livestreaming def tex(self, latex): eq = TextMobject(latex) anims = [] anims.append(Write(eq)) for mobject in self.mobjects: anims.append(ApplyMethod(mobject.shift, 2 * UP)) self.play(*anims) class EndSceneEarlyException(Exception): pass