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218 lines
7.3 KiB
Python
218 lines
7.3 KiB
Python
from __future__ import annotations
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from copy import deepcopy
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from manimlib.mobject.mobject import _AnimationBuilder
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from manimlib.mobject.mobject import Mobject
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from manimlib.utils.rate_functions import smooth
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from manimlib.utils.rate_functions import squish_rate_func
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from manimlib.utils.simple_functions import clip
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from typing import TYPE_CHECKING
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if TYPE_CHECKING:
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from typing import Callable
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from manimlib.scene.scene import Scene
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DEFAULT_ANIMATION_RUN_TIME = 1.0
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DEFAULT_ANIMATION_LAG_RATIO = 0
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class Animation(object):
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def __init__(
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self,
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mobject: Mobject,
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run_time: float = DEFAULT_ANIMATION_RUN_TIME,
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# Tuple of times, between which the animation will run
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time_span: tuple[float, float] | None = None,
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# If 0, the animation is applied to all submobjects at the same time
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# If 1, it is applied to each successively.
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# If 0 < lag_ratio < 1, its applied to each with lagged start times
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lag_ratio: float = DEFAULT_ANIMATION_LAG_RATIO,
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rate_func: Callable[[float], float] = smooth,
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name: str = "",
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# Does this animation add or remove a mobject form the screen
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remover: bool = False,
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# What to enter into the update function upon completion
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final_alpha_value: float = 1.0,
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suspend_mobject_updating: bool = True,
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):
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self.mobject = mobject
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self.run_time = run_time
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self.time_span = time_span
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self.rate_func = rate_func
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self.name = name or self.__class__.__name__ + str(self.mobject)
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self.remover = remover
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self.final_alpha_value = final_alpha_value
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self.lag_ratio = lag_ratio
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self.suspend_mobject_updating = suspend_mobject_updating
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assert isinstance(mobject, Mobject)
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def __str__(self) -> str:
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return self.name
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def begin(self) -> None:
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# This is called right as an animation is being
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# played. As much initialization as possible,
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# especially any mobject copying, should live in
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# this method
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if self.time_span is not None:
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start, end = self.time_span
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self.run_time = max(end, self.run_time)
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self.mobject.set_animating_status(True)
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self.starting_mobject = self.create_starting_mobject()
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if self.suspend_mobject_updating:
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# All calls to self.mobject's internal updaters
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# during the animation, either from this Animation
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# or from the surrounding scene, should do nothing.
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# It is, however, okay and desirable to call
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# the internal updaters of self.starting_mobject,
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# or any others among self.get_all_mobjects()
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self.mobject_was_updating = not self.mobject.updating_suspended
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self.mobject.suspend_updating()
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self.families = list(self.get_all_families_zipped())
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self.interpolate(0)
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def finish(self) -> None:
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self.interpolate(self.final_alpha_value)
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self.mobject.set_animating_status(False)
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if self.suspend_mobject_updating and self.mobject_was_updating:
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self.mobject.resume_updating()
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def clean_up_from_scene(self, scene: Scene) -> None:
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if self.is_remover():
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scene.remove(self.mobject)
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def create_starting_mobject(self) -> Mobject:
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# Keep track of where the mobject starts
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return self.mobject.copy()
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def get_all_mobjects(self) -> tuple[Mobject, Mobject]:
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"""
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Ordering must match the ording of arguments to interpolate_submobject
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"""
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return self.mobject, self.starting_mobject
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def get_all_families_zipped(self) -> zip[tuple[Mobject]]:
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return zip(*[
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mob.get_family()
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for mob in self.get_all_mobjects()
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])
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def update_mobjects(self, dt: float) -> None:
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"""
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Updates things like starting_mobject, and (for
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Transforms) target_mobject. Note, since typically
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(always?) self.mobject will have its updating
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suspended during the animation, this will do
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nothing to self.mobject.
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"""
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for mob in self.get_all_mobjects_to_update():
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mob.update(dt)
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def get_all_mobjects_to_update(self) -> list[Mobject]:
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# The surrounding scene typically handles
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# updating of self.mobject. Besides, in
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# most cases its updating is suspended anyway
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return list(filter(
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lambda m: m is not self.mobject,
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self.get_all_mobjects()
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))
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def copy(self):
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return deepcopy(self)
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def update_rate_info(
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self,
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run_time: float | None = None,
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rate_func: Callable[[float], float] | None = None,
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lag_ratio: float | None = None,
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):
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self.run_time = run_time or self.run_time
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self.rate_func = rate_func or self.rate_func
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self.lag_ratio = lag_ratio or self.lag_ratio
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return self
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# Methods for interpolation, the mean of an Animation
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def interpolate(self, alpha: float) -> None:
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self.interpolate_mobject(alpha)
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def update(self, alpha: float) -> None:
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"""
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This method shouldn't exist, but it's here to
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keep many old scenes from breaking
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"""
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self.interpolate(alpha)
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def time_spanned_alpha(self, alpha: float) -> float:
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if self.time_span is not None:
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start, end = self.time_span
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return clip(alpha * self.run_time - start, 0, end - start) / (end - start)
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return alpha
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def interpolate_mobject(self, alpha: float) -> None:
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for i, mobs in enumerate(self.families):
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sub_alpha = self.get_sub_alpha(self.time_spanned_alpha(alpha), i, len(self.families))
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self.interpolate_submobject(*mobs, sub_alpha)
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def interpolate_submobject(
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self,
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submobject: Mobject,
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starting_submobject: Mobject,
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alpha: float
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):
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# Typically ipmlemented by subclass
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pass
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def get_sub_alpha(
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self,
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alpha: float,
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index: int,
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num_submobjects: int
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) -> float:
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# TODO, make this more understanable, and/or combine
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# its functionality with AnimationGroup's method
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# build_animations_with_timings
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lag_ratio = self.lag_ratio
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full_length = (num_submobjects - 1) * lag_ratio + 1
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value = alpha * full_length
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lower = index * lag_ratio
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raw_sub_alpha = clip((value - lower), 0, 1)
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return self.rate_func(raw_sub_alpha)
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# Getters and setters
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def set_run_time(self, run_time: float):
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self.run_time = run_time
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return self
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def get_run_time(self) -> float:
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if self.time_span:
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return max(self.run_time, self.time_span[1])
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return self.run_time
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def set_rate_func(self, rate_func: Callable[[float], float]):
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self.rate_func = rate_func
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return self
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def get_rate_func(self) -> Callable[[float], float]:
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return self.rate_func
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def set_name(self, name: str):
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self.name = name
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return self
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def is_remover(self) -> bool:
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return self.remover
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def prepare_animation(anim: Animation | _AnimationBuilder):
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if isinstance(anim, _AnimationBuilder):
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return anim.build()
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if isinstance(anim, Animation):
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return anim
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raise TypeError(f"Object {anim} cannot be converted to an animation")
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