3b1b-manim/docs/source/getting_started/example_scenes.rst
2021-01-26 20:52:17 +08:00

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Example Scenes
==============
After understanding the previous knowledge, we can understand more scenes.
Many example scenes are given in ``example_scenes.py``, let's start with
the simplest and one by one.
SquareToCircle
--------------
.. manim-example:: SquareToCircle
:media: ../_static/example_scenes/SquareToCircle.mp4
from manimlib.imports import *
class SquareToCircle(Scene):
def construct(self):
circle = Circle()
circle.set_fill(BLUE, opacity=0.5)
circle.set_stroke(BLUE_E, width=4)
square = Square()
self.play(ShowCreation(square))
self.wait()
self.play(ReplacementTransform(square, circle))
self.wait()
This scene is what we wrote in :doc:`quickstart`.
No more explanation here
WarpSquare
----------
.. manim-example:: WarpSquare
:media: ../_static/example_scenes/WarpSquare.mp4
class WarpSquare(Scene):
def construct(self):
square = Square()
self.play(square.apply_complex_function, np.exp)
self.wait()
The new usage in this scene is ``self.play(square.apply_complex_function, np.exp)``,
which shows an animation of applying a complex function :math:`f(z)=e^z` to a square.
It is equivalent to transforming the original square into the result after
applying a function.
TextExample
-----------
.. manim-example:: TextExample
:media: ../_static/example_scenes/TextExample.mp4
class TextExample(Scene):
def construct(self):
text = Text("Here is a text", font="Consolas", font_size=90)
difference = Text(
"""
The most important difference between Text and TexText is that\n
you can change the font more easily, but can't use the LaTeX grammar
""",
font="Arial", font_size=24,
t2c={"Text": BLUE, "TexText": BLUE, "LaTeX": ORANGE}
)
VGroup(text, difference).arrange(DOWN, buff=1)
self.play(Write(text))
self.play(FadeIn(difference, UP))
self.wait(3)
fonts = Text(
"And you can also set the font according to different words",
font="Arial",
t2f={"font": "Consolas", "words": "Consolas"},
t2c={"font": BLUE, "words": GREEN}
)
slant = Text(
"And the same as slant and weight",
font="Consolas",
t2s={"slant": ITALIC},
t2w={"weight": BOLD},
t2c={"slant": ORANGE, "weight": RED}
)
VGroup(fonts, slant).arrange(DOWN, buff=0.8)
self.play(FadeOut(text), FadeOut(difference, shift=DOWN))
self.play(Write(fonts))
self.wait()
self.play(Write(slant))
self.wait()
The new classes in this scene are ``Text``, ``VGroup``, ``Write``, ``FadeIn`` and ``FadeOut``.
- ``Text`` can create text, define fonts, etc. The usage ais clearly reflected in the above examples.
- ``VGroup`` can put multiple ``VMobject`` together as a whole. In the example, the ``.arrange()`` method is called to arrange the sub-mobjects in sequence downward (``DOWN``), and the spacing is ``buff``.
- ``Write`` is an animation that shows similar writing effects.
- ``FadeIn`` fades the object in, the second parameter indicates the direction of the fade in.
- ``FadeOut`` fades out the object, the second parameter indicates the direction of the fade out.
TexTransformExample
-------------------
.. manim-example:: TexTransformExample
:media: ../_static/example_scenes/TexTransformExample.mp4
class TexTransformExample(Scene):
def construct(self):
kw = {
"isolate": ["B", "C", "=", "(", ")"]
}
lines = VGroup(
Tex("{{A^2}} + {{B^2}} = {{C^2}}"),
Tex("{{A^2}} = {{C^2}} - {{B^2}}"),
Tex("{{A^2}} = (C + B)(C - B)", **kw),
Tex("A = \\sqrt{(C + B)(C - B)}", **kw)
)
lines.arrange(DOWN, buff=LARGE_BUFF)
for line in lines:
line.set_color_by_tex_to_color_map({
"A": BLUE,
"B": TEAL,
"C": GREEN,
})
play_kw = {"run_time": 2}
self.add(lines[0])
self.play(
TransformMatchingTex(
lines[0].copy(), lines[1],
path_arc=90 * DEGREES,
),
**play_kw
)
self.wait()
self.play(
TransformMatchingTex(lines[1].copy(), lines[2]),
**play_kw
)
self.wait()
self.play(FadeOut(lines[2]))
self.play(
TransformMatchingTex(
lines[1].copy(), lines[2],
key_map={
"C^2": "C",
"B^2": "B",
}
),
**play_kw
)
self.wait()
self.play(
TransformMatchingTex(
lines[2].copy(), lines[3],
fade_transform_mismatches=True,
),
**play_kw
)
self.wait(3)
self.play(FadeOut(lines, RIGHT))
source = TexText("the morse code")
target = TexText("here come dots")
self.play(Write(source))
self.wait()
kw = {"run_time": 3, "path_arc": PI / 2}
self.play(TransformMatchingShapes(source, target, **kw))
self.wait()
self.play(TransformMatchingShapes(target, source, **kw))
self.wait()
The new classes in this scene are ``Tex``, ``TexText``, ``TransformMatchingTex``
and ``TransformMatchingShapes``.
- ``Tex`` uses LaTeX to create mathematical formulas.
- ``TexText`` uses LaTeX to create text.
- ``TransformMatchingTeX`` automatically transforms sub-objects according to the similarities and differences of tex in ``Tex``.
- ``TransformMatchingShapes`` automatically transform sub-objects directly based on the similarities and differences of the object point sets.
UpdatersExample
---------------
.. manim-example:: UpdatersExample
:media: ../_static/example_scenes/UpdatersExample.mp4
class UpdatersExample(Scene):
def construct(self):
decimal = DecimalNumber(
0,
show_ellipsis=True,
num_decimal_places=3,
include_sign=True,
)
square = Square()
square.to_edge(UP)
always(decimal.next_to, square)
f_always(decimal.set_value, square.get_y)
self.add(square, decimal)
self.play(
square.to_edge, DOWN,
run_time=3,
)
self.play(square.center)
self.wait()
now = self.time
square.add_updater(
lambda m: m.set_y(math.sin(self.time - now))
)
self.wait(10)
The new classes and usage in this scene are ``DecimalNumber``, ``.to_edge()``,
``.center()``, ``always()``, ``f_always()``, ``.set_y()`` and ``.add_updater()``.
- ``DecimalNumber`` is a variable number, speed it up by breaking it into ``Tex`` characters.
- ``.to_edge()`` means to place the object on the edge of the screen.
- ``.center()`` means to place the object in the center of the screen.
- ``always(f, x)`` means that a certain function (``f(x)``) is executed every frame.
- ``f_always(f, g)`` is similar to ``always``, executed ``f(g())`` every frame.
- ``.set_y()`` means to set the ordinate of the object on the screen.
- ``.add_updater()`` sets an update function for the object. For example: ``mob1.add_updater(lambda mob: mob.next_to(mob2))`` means ``mob1.next_to(mob2)`` is executed every frame.
SurfaceExample
--------------
.. manim-example:: SurfaceExample
:media: ../_static/example_scenes/SurfaceExample.mp4
class SurfaceExample(Scene):
CONFIG = {
"camera_class": ThreeDCamera,
}
def construct(self):
surface_text = Text("For 3d scenes, try using surfaces")
surface_text.fix_in_frame()
surface_text.to_edge(UP)
self.add(surface_text)
self.wait(0.1)
torus1 = Torus(r1=1, r2=1)
torus2 = Torus(r1=3, r2=1)
sphere = Sphere(radius=3, resolution=torus1.resolution)
# You can texture a surface with up to two images, which will
# be interpreted as the side towards the light, and away from
# the light. These can be either urls, or paths to a local file
# in whatever you've set as the image directory in
# the custom_defaults.yml file
# day_texture = "EarthTextureMap"
# night_texture = "NightEarthTextureMap"
day_texture = "https://upload.wikimedia.org/wikipedia/commons/thumb/4/4d/Whole_world_-_land_and_oceans.jpg/1280px-Whole_world_-_land_and_oceans.jpg"
night_texture = "https://upload.wikimedia.org/wikipedia/commons/thumb/b/ba/The_earth_at_night.jpg/1280px-The_earth_at_night.jpg"
surfaces = [
TexturedSurface(surface, day_texture, night_texture)
for surface in [sphere, torus1, torus2]
]
for mob in surfaces:
mob.shift(IN)
mob.mesh = SurfaceMesh(mob)
mob.mesh.set_stroke(BLUE, 1, opacity=0.5)
# Set perspective
frame = self.camera.frame
frame.set_euler_angles(
theta=-30 * DEGREES,
phi=70 * DEGREES,
)
surface = surfaces[0]
self.play(
FadeIn(surface),
ShowCreation(surface.mesh, lag_ratio=0.01, run_time=3),
)
for mob in surfaces:
mob.add(mob.mesh)
surface.save_state()
self.play(Rotate(surface, PI / 2), run_time=2)
for mob in surfaces[1:]:
mob.rotate(PI / 2)
self.play(
Transform(surface, surfaces[1]),
run_time=3
)
self.play(
Transform(surface, surfaces[2]),
# Move camera frame during the transition
frame.increment_phi, -10 * DEGREES,
frame.increment_theta, -20 * DEGREES,
run_time=3
)
# Add ambient rotation
frame.add_updater(lambda m, dt: m.increment_theta(-0.1 * dt))
# Play around with where the light is
light_text = Text("You can move around the light source")
light_text.move_to(surface_text)
light_text.fix_in_frame()
self.play(FadeTransform(surface_text, light_text))
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)
drag_text = Text("Try moving the mouse while pressing d or s")
drag_text.move_to(light_text)
drag_text.fix_in_frame()
self.play(FadeTransform(light_text, drag_text))
self.wait()
This scene shows an example of using a three-dimensional surface, and
the related usage has been briefly described in the notes.
- ``.fix_in_frame()`` makes the object not change with the view angle of the screen, and is always displayed at a fixed position on the screen.
OpeningManimExample
-------------------
.. manim-example:: OpeningManimExample
:media: ../_static/example_scenes/OpeningManimExample.mp4
class OpeningManimExample(Scene):
def construct(self):
title = TexText("This is some \\LaTeX")
basel = Tex(
"\\sum_{n=1}^\\infty "
"\\frac{1}{n^2} = \\frac{\\pi^2}{6}"
)
VGroup(title, basel).arrange(DOWN)
self.play(
Write(title),
FadeIn(basel, UP),
)
self.wait()
transform_title = Text("That was a transform")
transform_title.to_corner(UL)
self.play(
Transform(title, transform_title),
LaggedStartMap(FadeOut, basel, shift=DOWN),
)
self.wait()
fade_comment = Text(
"""
You probably don't want to overuse
Transforms, though, a simple fade often
looks nicer.
""",
font_size=36,
color=GREY_B,
)
fade_comment.next_to(
transform_title, DOWN,
buff=LARGE_BUFF,
aligned_edge=LEFT
)
self.play(FadeIn(fade_comment, shift=DOWN))
self.wait(3)
grid = NumberPlane((-10, 10), (-5, 5))
grid_title = Text(
"But manim is for illustrating math, not text",
)
grid_title.to_edge(UP)
grid_title.add_background_rectangle()
self.add(grid, grid_title) # Make sure title is on top of grid
self.play(
FadeOut(title, shift=LEFT),
FadeOut(fade_comment, shift=LEFT),
FadeIn(grid_title),
ShowCreation(grid, run_time=3, lag_ratio=0.1),
)
self.wait()
matrix = [[1, 1], [0, 1]]
linear_transform_title = VGroup(
Text("This is what the matrix"),
IntegerMatrix(matrix, include_background_rectangle=True),
Text("looks like")
)
linear_transform_title.arrange(RIGHT)
linear_transform_title.to_edge(UP)
self.play(
FadeOut(grid_title),
FadeIn(linear_transform_title),
)
self.play(grid.apply_matrix, matrix, run_time=3)
self.wait()
grid_transform_title = Text(
"And this is a nonlinear transformation"
)
grid_transform_title.set_stroke(BLACK, 5, background=True)
grid_transform_title.to_edge(UP)
grid.prepare_for_nonlinear_transform(100)
self.play(
ApplyPointwiseFunction(
lambda p: p + np.array([np.sin(p[1]), np.sin(p[0]), 0]),
grid,
run_time=5,
),
FadeOut(linear_transform_title),
FadeIn(grid_transform_title),
)
self.wait()
This scene is a comprehensive application of a two-dimensional scene.
After seeing these scenes, you have already understood part of the
usage of manim. For more examples, see `the video code of 3b1b <https://github.com/3b1b/videos>`_.