3b1b-manim/manimlib/scene/scene.py

592 lines
20 KiB
Python

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 setup_bases(self):
for base in self.__class__.__bases__:
base.setup(self)
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.get_mobject_family_members():
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):
"""
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)
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
@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)
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)
# Anything animated that's not already in the
# scene gets added to the scene
if animation.mobject not in self.get_mobject_family_members():
self.add(animation.mobject)
moving_mobjects = self.get_moving_mobjects(*animations)
# Paint all non-moving objects onto the screen, so they don't
# have to be rendered every frame
self.update_frame(excluded_mobjects=moving_mobjects)
static_image = self.get_frame()
for t in self.get_animation_time_progression(animations):
for animation in animations:
animation.update(t / animation.run_time)
dt = 1 / self.camera.frame_rate
self.continual_update(dt)
self.update_frame(moving_mobjects, static_image)
self.add_frames(self.get_frame())
self.mobjects_from_last_animation = [
anim.mobject for anim in animations
]
self.clean_up_animations(*animations)
if self.skip_animations:
self.continual_update(self.get_run_time(animations))
else:
self.continual_update(0)
return self
def idle_stream(self):
self.file_writer.idle_stream()
def clean_up_animations(self, *animations):
for animation in animations:
animation.clean_up(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
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):
time = self.get_time() + time_offset
self.file_writer.add_sound(sound_file, time)
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