from __future__ import annotations from collections import OrderedDict from functools import wraps import inspect import os import platform import pyperclip import random import time import numpy as np from tqdm import tqdm as ProgressDisplay from manimlib.animation.animation import prepare_animation from manimlib.camera.camera import Camera from manimlib.constants import ARROW_SYMBOLS from manimlib.constants import DEFAULT_WAIT_TIME from manimlib.constants import COMMAND_MODIFIER from manimlib.constants import SHIFT_MODIFIER from manimlib.event_handler import EVENT_DISPATCHER from manimlib.event_handler.event_type import EventType from manimlib.logger import log from manimlib.mobject.mobject import _AnimationBuilder from manimlib.mobject.mobject import Group from manimlib.mobject.mobject import Mobject from manimlib.mobject.mobject import Point from manimlib.mobject.types.vectorized_mobject import VGroup from manimlib.mobject.types.vectorized_mobject import VMobject from manimlib.scene.scene_file_writer import SceneFileWriter from manimlib.utils.config_ops import digest_config from manimlib.utils.family_ops import extract_mobject_family_members from manimlib.utils.iterables import list_difference_update from typing import TYPE_CHECKING if TYPE_CHECKING: from typing import Callable, Iterable from PIL.Image import Image from manimlib.animation.animation import Animation PAN_3D_KEY = 'd' FRAME_SHIFT_KEY = 'f' ZOOM_KEY = 'z' RESET_FRAME_KEY = 'r' QUIT_KEY = 'q' 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, "linger_after_completion": True, "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["frame_rate"] = 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() if self.presenter_mode: self.wait() try: self.construct() except (EndSceneEarlyException, KeyboardInterrupt): self.linger_after_completion = False 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: if self.linger_after_completion: self.interact() else: 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 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.refresh_static_mobjects() try: while True: self.update_frame(1 / self.camera.frame_rate) except (EndSceneEarlyException, KeyboardInterrupt): return def embed(self, close_scene_on_exit: bool = True) -> None: if not self.preview: # Ignore embed calls when there is no preview return self.inside_embed = True self.stop_skipping() self.linger_after_completion = False 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): 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) if skip: originally_skip = self.skip_animations self.skip_animations = True shell.run_line_magic("paste", "") if skip: self.skip_animations = originally_skip local_ns['checkpoint_paste'] = checkpoint_paste # Enables gui interactions during the embed def inputhook(context): while not context.input_is_ready(): if not self.window.is_closing: self.update_frame(dt=0) 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() self.update_frame(dt=0, ignore_skipping=True) self.save_state() shell.events.register("post_run_cell", post_cell_func) # Launch shell, with stack_depth=2 indicating we should use caller globals/locals shell(local_ns=local_ns, stack_depth=2) self.inside_embed = False # End scene when exiting an embed if close_scene_on_exit: raise EndSceneEarlyException() # 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 is not None and (self.window.is_closing or self.quit_interaction): raise EndSceneEarlyException() 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 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] times = np.arange(0, run_time, 1 / self.camera.frame_rate) 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() 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() 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) 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(): break self.refresh_static_mobjects() 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 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) # Event handling def on_mouse_motion( self, point: np.ndarray, d_point: np.ndarray ) -> None: self.mouse_point.move_to(point) event_data = {"point": point, "d_point": d_point} propagate_event = EVENT_DISPATCHER.dispatch(EventType.MouseMotionEvent, **event_data) if propagate_event is not None and propagate_event is False: return frame = self.camera.frame # Handle perspective changes if self.window.is_key_pressed(ord(PAN_3D_KEY)): frame.increment_theta(-self.pan_sensitivity * d_point[0]) frame.increment_phi(self.pan_sensitivity * d_point[1]) # Handle frame movements elif self.window.is_key_pressed(ord(FRAME_SHIFT_KEY)): shift = -d_point shift[0] *= frame.get_width() / 2 shift[1] *= frame.get_height() / 2 transform = frame.get_inverse_camera_rotation_matrix() shift = np.dot(np.transpose(transform), shift) frame.shift(shift) def on_mouse_drag( self, point: np.ndarray, d_point: np.ndarray, buttons: int, modifiers: int ) -> None: self.mouse_drag_point.move_to(point) event_data = {"point": point, "d_point": d_point, "buttons": buttons, "modifiers": modifiers} propagate_event = EVENT_DISPATCHER.dispatch(EventType.MouseDragEvent, **event_data) if propagate_event is not None and propagate_event is False: return def on_mouse_press( self, point: np.ndarray, button: int, mods: int ) -> None: self.mouse_drag_point.move_to(point) event_data = {"point": point, "button": button, "mods": mods} propagate_event = EVENT_DISPATCHER.dispatch(EventType.MousePressEvent, **event_data) if propagate_event is not None and propagate_event is False: return def on_mouse_release( self, point: np.ndarray, button: int, mods: int ) -> None: event_data = {"point": point, "button": button, "mods": mods} propagate_event = EVENT_DISPATCHER.dispatch(EventType.MouseReleaseEvent, **event_data) if propagate_event is not None and propagate_event is False: return def on_mouse_scroll( self, point: np.ndarray, offset: np.ndarray ) -> None: event_data = {"point": point, "offset": offset} propagate_event = EVENT_DISPATCHER.dispatch(EventType.MouseScrollEvent, **event_data) if propagate_event is not None and propagate_event is False: return frame = self.camera.frame if self.window.is_key_pressed(ord(ZOOM_KEY)): factor = 1 + np.arctan(10 * offset[1]) frame.scale(1 / factor, about_point=point) else: transform = frame.get_inverse_camera_rotation_matrix() shift = np.dot(np.transpose(transform), offset) frame.shift(-20.0 * shift) def on_key_release( self, symbol: int, modifiers: int ) -> None: event_data = {"symbol": symbol, "modifiers": modifiers} propagate_event = EVENT_DISPATCHER.dispatch(EventType.KeyReleaseEvent, **event_data) if propagate_event is not None and propagate_event is False: return def on_key_press( self, symbol: int, modifiers: int ) -> None: try: char = chr(symbol) except OverflowError: log.warning("The value of the pressed key is too large.") return event_data = {"symbol": symbol, "modifiers": modifiers} propagate_event = EVENT_DISPATCHER.dispatch(EventType.KeyPressEvent, **event_data) if propagate_event is not None and propagate_event is False: return if char == RESET_FRAME_KEY: self.camera.frame.to_default_state() elif char == "z" and modifiers == COMMAND_MODIFIER: self.undo() elif char == "z" and modifiers == COMMAND_MODIFIER | SHIFT_MODIFIER: self.redo() # command + q elif char == QUIT_KEY and modifiers == COMMAND_MODIFIER: self.quit_interaction = True # Space or right arrow elif char == " " or symbol == ARROW_SYMBOLS[2]: self.hold_on_wait = False def on_resize(self, width: int, height: int) -> None: self.camera.reset_pixel_shape(width, height) def on_show(self) -> None: pass def on_hide(self) -> None: pass def on_close(self) -> None: pass class SceneState(): def __init__(self, scene: Scene, ignore: list[Mobject] | None = None): self.time = scene.time self.num_plays = scene.num_plays self.mobjects_to_copies = OrderedDict.fromkeys(scene.mobjects) if ignore: for mob in ignore: self.mobjects_to_copies.pop(mob, None) last_m2c = scene.undo_stack[-1].mobjects_to_copies if scene.undo_stack else dict() for mob in self.mobjects_to_copies: # If it hasn't changed since the last state, just point to the # same copy as before if mob in last_m2c and last_m2c[mob].looks_identical(mob): self.mobjects_to_copies[mob] = last_m2c[mob] else: self.mobjects_to_copies[mob] = mob.copy() def __eq__(self, state: SceneState): return all(( self.time == state.time, self.num_plays == state.num_plays, self.mobjects_to_copies == state.mobjects_to_copies )) def mobjects_match(self, state: SceneState): return self.mobjects_to_copies == state.mobjects_to_copies def n_changes(self, state: SceneState): m2c = state.mobjects_to_copies return sum( 1 - int(mob in m2c and mob.looks_identical(m2c[mob])) for mob in self.mobjects_to_copies ) def restore_scene(self, scene: Scene): scene.time = self.time scene.num_plays = self.num_plays scene.mobjects = [ mob.become(mob_copy) for mob, mob_copy in self.mobjects_to_copies.items() ] class EndSceneEarlyException(Exception): pass