3b1b-manim/manimlib/scene/scene.py
2020-02-22 13:20:22 -08:00

569 lines
19 KiB
Python

import inspect
import random
import warnings
import platform
import itertools as it
from tqdm import tqdm as ProgressDisplay
import numpy as np
import time
from IPython.terminal.embed import InteractiveShellEmbed
from manimlib.animation.animation import Animation
from manimlib.animation.transform import MoveToTarget
from manimlib.mobject.mobject import Point
from manimlib.camera.camera import Camera
from manimlib.constants import *
from manimlib.container.container import Container
from manimlib.mobject.mobject import Mobject
from manimlib.scene.scene_file_writer import SceneFileWriter
from manimlib.utils.family_ops import extract_mobject_family_members
from manimlib.utils.family_ops import restructure_list_to_exclude_certain_family_members
from manimlib.window import Window
class Scene(Container):
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,
"linger_after_completion": True,
}
def __init__(self, **kwargs):
Container.__init__(self, **kwargs)
if self.preview:
self.window = Window(self, **self.window_config)
self.camera_config["ctx"] = self.window.ctx
self.virtual_animation_start_time = 0
self.real_animation_start_time = time.time()
else:
self.window = None
self.camera = self.camera_class(**self.camera_config)
self.file_writer = SceneFileWriter(self, **self.file_writer_config)
self.mobjects = []
self.num_plays = 0
self.time = 0
self.skip_time = 0
self.original_skipping_status = self.skip_animations
self.time_of_last_frame = time.time()
# Items associated with interaction
self.mouse_point = Point()
self.mouse_drag_point = Point()
self.zoom_on_scroll = False
self.quit_interaction = False
# Much nice to work with deterministic scenes
if self.random_seed is not None:
random.seed(self.random_seed)
np.random.seed(self.random_seed)
def run(self):
self.setup()
try:
self.construct()
except EndSceneEarlyException:
pass
self.tear_down()
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 construct(self):
# Where all the animation happens
# To be implemented in subclasses
pass
def tear_down(self):
self.stop_skipping()
self.file_writer.finish()
if self.window and self.linger_after_completion:
self.interact()
def interact(self):
# If there is a window, enter a loop
# which updates the frame while under
# the hood calling the pyglet event loop
self.quit_interaction = False
while not self.window.is_closing and not self.quit_interaction:
self.update_frame()
if self.window.is_closing:
self.window.destroy()
def embed(self):
self.stop_skipping()
self.linger_after_completion = False
self.update_frame()
shell = InteractiveShellEmbed()
# Have the frame update after each command
shell.events.register('post_run_cell', lambda *a, **kw: self.update_frame())
# Stack depth of 2 means the shell will use
# the namespace of the caller, not this method
shell(stack_depth=2)
def __str__(self):
return self.__class__.__name__
# Only these methods should touch the camera
def get_image(self):
return self.camera.get_image()
def update_frame(self, dt=0, ignore_skipping=False):
self.increment_time(dt)
self.update_mobjects(dt)
if self.skip_animations and not ignore_skipping:
return
if self.window:
self.window.clear()
self.camera.clear()
self.camera.capture(*self.mobjects)
if self.window:
self.window.swap_buffers()
# win_time, win_dt = self.window.timer.next_frame()
# while (self.time - self.skip_time - win_time) > 0:
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):
if not self.skip_animations:
self.file_writer.write_frame(self.camera)
###
def update_mobjects(self, dt):
for mobject in self.mobjects:
mobject.update(dt)
def should_update_mobjects(self):
return self.always_update_mobjects or any([
len(mob.get_family_updaters()) > 0
for mob in self.mobjects
])
###
def get_time(self):
return self.time
def increment_time(self, dt):
self.time += dt
###
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 extract_mobject_family_members(self.mobjects)
def add(self, *new_mobjects):
"""
Mobjects will be displayed, from background to
foreground in the order with which they are added.
"""
self.remove(*new_mobjects)
self.mobjects += new_mobjects
return self
def add_mobjects_among(self, values):
"""
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 remove(self, *mobjects_to_remove):
self.mobjects = restructure_list_to_exclude_certain_family_members(
self.mobjects, mobjects_to_remove
)
return self
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 = []
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_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,
ascii=False if platform.system() != 'Windows' else True
)
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([
f"Animation {self.num_plays}: {animations[0]}",
", etc." if len(animations) > 1 else "",
]))
return time_progression
def anims_from_play_args(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 is not None:
if self.num_plays == self.start_at_animation_number:
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):
if self.skip_animations:
self.skip_animations = False
self.skip_time += self.time
# Methods associated with running animations
def handle_play_like_call(func):
def wrapper(self, *args, **kwargs):
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
func(self, *args, **kwargs)
if should_write:
self.file_writer.end_animation()
self.num_plays += 1
return wrapper
def lock_static_mobject_data(self, *animations):
movers = list(it.chain(*[
anim.mobject.get_family()
for anim in animations
]))
for mobject in self.mobjects:
if mobject in movers:
continue
if mobject.get_family_updaters():
continue
mobject.lock_shader_data()
def unlock_mobject_data(self):
for mobject in self.mobjects:
mobject.unlock_shader_data()
def begin_animations(self, animations):
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.
mob = animation.mobject
if mob not in self.mobjects:
self.add(mob)
def progress_through_animations(self, animations):
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):
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.update_mobjects(self.get_run_time(animations))
else:
self.update_mobjects(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.anims_from_play_args(*args, **kwargs)
self.lock_static_mobject_data(*animations)
self.begin_animations(animations)
self.progress_through_animations(animations)
self.finish_animations(animations)
self.unlock_mobject_data()
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):
self.update_mobjects(dt=0) # Any problems with this?
if self.should_update_mobjects():
self.lock_static_mobject_data()
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():
time_progression.close()
break
self.unlock_mobject_data()
elif self.skip_animations:
# Do nothing
return self
else:
self.update_frame(duration)
n_frames = int(duration * self.camera.frame_rate)
for n in range(n_frames):
self.emit_frame()
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_sound(self, sound_file, time_offset=0, gain=None, **kwargs):
if self.skip_animations:
return
time = self.get_time() + time_offset
self.file_writer.add_sound(sound_file, time, gain, **kwargs)
def show(self):
self.update_frame(ignore_skipping=True)
self.get_image().show()
# Helpers for interactive development
def save_state(self):
self.saved_state = {
"mobjects": self.mobjects,
"mobject_states": [
mob.copy()
for mob in self.mobjects
],
}
def restore(self):
if not hasattr(self, "saved_state"):
raise Exception("Trying to restore scene without having saved")
mobjects = self.saved_state["mobjects"]
states = self.saved_state["mobject_states"]
for mob, state in zip(mobjects, states):
mob.become(state)
self.mobjects = mobjects
# Event handling
def on_mouse_motion(self, point, d_point):
self.mouse_point.move_to(point)
def on_mouse_drag(self, point, d_point, buttons, modifiers):
self.mouse_drag_point.move_to(point)
def on_mouse_press(self, point, button, mods):
pass
def on_mouse_release(self, point, button, mods):
pass
def on_mouse_scroll(self, point, offset):
frame = self.camera.frame
if self.zoom_on_scroll:
factor = 1 + np.arctan(10 * offset[1])
frame.scale(factor, about_point=point)
else:
frame.shift(-30 * offset)
self.camera.refresh_shader_uniforms()
def on_key_release(self, symbol, modifiers):
if chr(symbol) == "z":
self.zoom_on_scroll = False
def on_key_press(self, symbol, modifiers):
if chr(symbol) == "r":
self.camera.frame.restore()
self.camera.refresh_shader_uniforms()
elif chr(symbol) == "z":
self.zoom_on_scroll = True
elif chr(symbol) == "q":
self.quit_interaction = True
def on_resize(self, width: int, height: int):
self.camera.reset_pixel_shape(width, height)
def on_show(self):
pass
def on_hide(self):
pass
def on_close(self):
pass
class EndSceneEarlyException(Exception):
pass