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563 lines
19 KiB
Python
563 lines
19 KiB
Python
from PIL import Image
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from colour import Color
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import numpy as np
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import itertools as it
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import warnings
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import time
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import os
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import shutil
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import copy
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from tqdm import tqdm as ProgressDisplay
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import inspect
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import subprocess as sp
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from helpers import *
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from camera import Camera
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from tk_scene import TkSceneRoot
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from mobject import Mobject, VMobject
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from animation import Animation
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from animation.animation import sync_animation_run_times_and_rate_funcs
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from animation.transform import MoveToTarget
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from animation.continual_animation import ContinualAnimation
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class Scene(object):
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CONFIG = {
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"camera_class" : Camera,
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"camera_config" : {},
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"frame_duration" : LOW_QUALITY_FRAME_DURATION,
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"construct_args" : [],
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"skip_animations" : False,
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"ignore_waits" : False,
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"write_to_movie" : False,
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"save_frames" : False,
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"save_pngs" : False,
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"pngs_mode" : "RGBA",
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"output_directory" : ANIMATIONS_DIR,
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"movie_file_extension" : ".mp4",
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"name" : None,
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"always_continually_update" : False,
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"random_seed" : 0,
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"skip_to_animation_number" : None,
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}
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def __init__(self, **kwargs):
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digest_config(self, kwargs)
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self.camera = self.camera_class(**self.camera_config)
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self.mobjects = []
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self.continual_animations = []
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self.foreground_mobjects = []
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self.num_plays = 0
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self.saved_frames = []
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self.shared_locals = {}
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self.frame_num = 0
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self.current_scene_time = 0
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if self.name is None:
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self.name = self.__class__.__name__
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if self.random_seed is not None:
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random.seed(self.random_seed)
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np.random.seed(self.random_seed)
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self.setup()
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if self.write_to_movie:
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self.open_movie_pipe()
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self.construct(*self.construct_args)
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if self.write_to_movie:
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self.close_movie_pipe()
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print("Played a total of %d animations"%self.num_plays)
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def setup(self):
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"""
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This is meant to be implement by any scenes which
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are comonly subclassed, and have some common setup
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involved before the construct method is called.
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"""
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pass
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def setup_bases(self):
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for base in self.__class__.__bases__:
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base.setup(self)
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def construct(self):
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pass #To be implemented in subclasses
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def __str__(self):
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return self.name
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def set_name(self, name):
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self.name = name
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return self
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def set_variables_as_attrs(self, *objects, **newly_named_objects):
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"""
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This method is slightly hacky, making it a little easier
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for certain methods (typically subroutines of construct)
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to share local variables.
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"""
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caller_locals = inspect.currentframe().f_back.f_locals
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for key, value in caller_locals.items():
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for o in objects:
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if value is o:
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setattr(self, key, value)
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for key, value in newly_named_objects.items():
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setattr(self, key, value)
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return self
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def get_attrs(self, *keys):
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return [getattr(self, key) for key in keys]
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### Only these methods should touch the camera
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def set_camera(self, camera):
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self.camera = camera
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def get_frame(self):
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return np.array(self.camera.get_pixel_array())
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def get_image(self):
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return self.camera.get_image()
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def set_camera_pixel_array(self, pixel_array):
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self.camera.set_pixel_array(pixel_array)
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def set_camera_background(self, background):
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self.camera.set_background(background)
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def reset_camera(self):
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self.camera.reset()
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def capture_mobjects_in_camera(self, mobjects, **kwargs):
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self.camera.capture_mobjects(mobjects, **kwargs)
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def update_frame(
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self,
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mobjects = None,
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background = None,
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include_submobjects = True,
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**kwargs):
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if mobjects is None:
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mobjects = list_update(
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self.mobjects,
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self.foreground_mobjects,
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)
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if background is not None:
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self.set_camera_pixel_array(background)
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else:
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self.reset_camera()
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kwargs["include_submobjects"] = include_submobjects
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self.capture_mobjects_in_camera(mobjects, **kwargs)
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def freeze_background(self):
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self.update_frame()
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self.set_camera(Camera(self.get_frame()))
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self.clear()
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###
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def continual_update(self, dt = None):
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if dt is None:
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dt = self.frame_duration
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for continual_animation in self.continual_animations:
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continual_animation.update(dt)
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def wind_down(self, *continual_animations, **kwargs):
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wind_down_time = kwargs.get("wind_down_time", 1)
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for continual_animation in continual_animations:
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continual_animation.begin_wind_down(wind_down_time)
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self.wait(wind_down_time)
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#TODO, this is not done with the remove method so as to
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#keep the relevant mobjects. Better way?
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self.continual_animations = filter(
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lambda ca : ca in continual_animations,
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self.continual_animations
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)
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def should_continually_update(self):
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return len(self.continual_animations) > 0 or self.always_continually_update
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###
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def get_top_level_mobjects(self):
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# Return only those which are not in the family
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# of another mobject from the scene
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mobjects = self.get_mobjects()
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families = [m.submobject_family() for m in mobjects]
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def is_top_level(mobject):
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num_families = sum([
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(mobject in family)
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for family in families
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])
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return num_families == 1
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return filter(is_top_level, mobjects)
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def separate_mobjects_and_continual_animations(self, mobjects_or_continual_animations):
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mobjects = []
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continual_animations = []
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for item in mobjects_or_continual_animations:
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if isinstance(item, Mobject):
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mobjects.append(item)
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elif isinstance(item, ContinualAnimation):
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mobjects.append(item.mobject)
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continual_animations.append(item)
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else:
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raise Exception("""
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Adding/Removing something which is
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not a Mobject or a ContinualAnimation
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""")
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return mobjects, continual_animations
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def add(self, *mobjects_or_continual_animations):
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"""
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Mobjects will be displayed, from background to foreground,
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in the order with which they are entered.
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"""
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mobjects, continual_animations = self.separate_mobjects_and_continual_animations(
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mobjects_or_continual_animations
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)
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self.restructure_mobjects(to_remove = mobjects)
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self.mobjects += mobjects
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self.continual_animations += continual_animations
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return self
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def add_mobjects_among(self, values):
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"""
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So a scene can just add all mobjects it's defined up to that point
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by calling add_mobjects_among(locals().values())
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"""
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mobjects = filter(lambda x : isinstance(x, Mobject), values)
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self.add(*mobjects)
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return self
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def remove(self, *mobjects_or_continual_animations):
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mobjects, continual_animations = self.separate_mobjects_and_continual_animations(
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mobjects_or_continual_animations
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)
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to_remove = self.camera.extract_mobject_family_members(mobjects)
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for list_name in "mobjects", "foreground_mobjects":
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self.restructure_mobjects(mobjects, list_name, False)
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self.continual_animations = filter(
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lambda ca : ca not in continual_animations and \
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ca.mobject not in to_remove,
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self.continual_animations
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)
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return self
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def restructure_mobjects(
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self, to_remove,
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mobject_list_name = "mobjects",
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extract_families = True
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):
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"""
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In cases where the scene contains a group, e.g. Group(m1, m2, m3), but one
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of its submobjects is removed, e.g. scene.remove(m1), the list of mobjects
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will be editing to contain other submobjects, but not m1, e.g. it will now
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insert m2 and m3 to where the group once was.
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"""
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if extract_families:
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to_remove = self.camera.extract_mobject_family_members(to_remove)
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_list = getattr(self, mobject_list_name)
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new_list = self.get_restructured_mobject_list(_list, to_remove)
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setattr(self, mobject_list_name, new_list)
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return self
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def get_restructured_mobject_list(self, mobjects, to_remove):
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new_mobjects = []
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def add_safe_mobjects_from_list(list_to_examine, set_to_remove):
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for mob in list_to_examine:
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if mob in set_to_remove:
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continue
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intersect = set_to_remove.intersection(mob.submobject_family())
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if intersect:
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add_safe_mobjects_from_list(mob.submobjects, intersect)
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else:
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new_mobjects.append(mob)
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add_safe_mobjects_from_list(mobjects, set(to_remove))
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return new_mobjects
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def add_foreground_mobjects(self, *mobjects):
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self.foreground_mobjects = list_update(
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self.foreground_mobjects,
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mobjects
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)
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self.add(*mobjects)
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return self
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def add_foreground_mobject(self, mobject):
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return self.add_foreground_mobjects(mobject)
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def remove_foreground_mobjects(self, *to_remove):
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self.restructure_mobjects(to_remove, "foreground_mobjects")
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return self
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def remove_foreground_mobject(self, mobject):
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return self.remove_foreground_mobjects(mobject)
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def bring_to_front(self, *mobjects):
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self.add(*mobjects)
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return self
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def bring_to_back(self, *mobjects):
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self.remove(*mobjects)
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self.mobjects = list(mobjects) + self.mobjects
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return self
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def clear(self):
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self.mobjects = []
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self.foreground_mobjects = []
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self.continual_animation = []
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return self
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def get_mobjects(self):
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return list(self.mobjects)
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def get_mobject_copies(self):
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return [m.copy() for m in self.mobjects]
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def get_moving_mobjects(self, *animations):
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moving_mobjects = list(it.chain(
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[
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anim.mobject for anim in animations
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if anim.mobject not in self.foreground_mobjects
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],
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[ca.mobject for ca in self.continual_animations],
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self.foreground_mobjects,
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))
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return moving_mobjects
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def get_time_progression(self, run_time):
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times = np.arange(0, run_time, self.frame_duration)
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time_progression = ProgressDisplay(times)
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return time_progression
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def get_animation_time_progression(self, animations):
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run_time = animations[0].run_time
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time_progression = self.get_time_progression(run_time)
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time_progression.set_description("".join([
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"Animation %d: "%self.num_plays,
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str(animations[0]),
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(", etc." if len(animations) > 1 else ""),
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]))
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return time_progression
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def compile_play_args_to_animation_list(self, *args):
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"""
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Each arg can either be an animation, or a mobject method
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followed by that methods arguments (and potentially follow
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by a dict of kwargs for that method).
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This animation list is built by going through the args list,
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and each animation is simply added, but when a mobject method
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s hit, a MoveToTarget animation is built using the args that
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follow up until either another animation is hit, another method
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is hit, or the args list runs out.
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"""
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animations = []
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state = {
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"curr_method" : None,
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"last_method" : None,
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"method_args" : [],
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}
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def compile_method(state):
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if state["curr_method"] is None:
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return
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mobject = state["curr_method"].im_self
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if state["last_method"] and state["last_method"].im_self is mobject:
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animations.pop()
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#method should already have target then.
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else:
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mobject.target = mobject.copy()
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#
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if len(state["method_args"]) > 0 and isinstance(state["method_args"][-1], dict):
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method_kwargs = state["method_args"].pop()
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else:
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method_kwargs = {}
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state["curr_method"].im_func(
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mobject.target,
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*state["method_args"],
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**method_kwargs
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)
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animations.append(MoveToTarget(mobject))
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state["last_method"] = state["curr_method"]
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state["curr_method"] = None
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state["method_args"] = []
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for arg in args:
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if isinstance(arg, Animation):
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compile_method(state)
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animations.append(arg)
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elif inspect.ismethod(arg):
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compile_method(state)
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state["curr_method"] = arg
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elif state["curr_method"] is not None:
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state["method_args"].append(arg)
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elif isinstance(arg, Mobject):
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raise Exception("""
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I think you may have invoked a method
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you meant to pass in as a Scene.play argument
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""")
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else:
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raise Exception("Invalid play arguments")
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compile_method(state)
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return animations
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def play(self, *args, **kwargs):
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if len(args) == 0:
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warnings.warn("Called Scene.play with no animations")
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return
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if self.skip_to_animation_number:
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if self.num_plays + 1 == self.skip_to_animation_number:
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self.skip_animations = False
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if self.skip_animations:
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kwargs["run_time"] = 0
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animations = self.compile_play_args_to_animation_list(*args)
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self.num_plays += 1
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sync_animation_run_times_and_rate_funcs(*animations, **kwargs)
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moving_mobjects = self.get_moving_mobjects(*animations)
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self.update_frame(excluded_mobjects = moving_mobjects)
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static_image = self.get_frame()
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for t in self.get_animation_time_progression(animations):
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for animation in animations:
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animation.update(t / animation.run_time)
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self.continual_update()
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self.update_frame(moving_mobjects, static_image)
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self.add_frames(self.get_frame())
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self.add(*moving_mobjects)
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self.mobjects_from_last_animation = moving_mobjects
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self.clean_up_animations(*animations)
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self.continual_update(0)
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return self
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def clean_up_animations(self, *animations):
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for animation in animations:
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animation.clean_up(self)
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self.add(*self.foreground_mobjects)
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return self
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def get_mobjects_from_last_animation(self):
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if hasattr(self, "mobjects_from_last_animation"):
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return self.mobjects_from_last_animation
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return []
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def wait(self, duration = DEFAULT_WAIT_TIME):
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if self.skip_animations:
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return self
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if self.should_continually_update():
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for t in self.get_time_progression(duration):
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self.continual_update()
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self.update_frame()
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self.add_frames(self.get_frame())
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else:
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self.update_frame()
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self.add_frames(*[self.get_frame()]*int(duration / self.frame_duration))
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return self
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def force_skipping(self):
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self.original_skipping_status = self.skip_animations
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self.skip_animations = True
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return self
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def revert_to_original_skipping_status(self):
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if hasattr(self, "original_skipping_status"):
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self.skip_animations = self.original_skipping_status
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return self
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def add_frames(self, *frames):
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self.current_scene_time += len(frames)*self.frame_duration
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if self.write_to_movie:
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for frame in frames:
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if self.save_pngs:
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self.save_image("frame" + str(self.frame_num), self.pngs_mode, True)
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self.frame_num = self.frame_num + 1
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self.writing_process.stdin.write(frame.tostring())
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if self.save_frames:
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self.saved_frames += list(frames)
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#Display methods
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def show_frame(self):
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self.update_frame()
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self.get_image().show()
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def preview(self):
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TkSceneRoot(self)
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def get_image_file_path(self, name = None, dont_update = False):
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folder = "images"
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if dont_update:
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folder = str(self)
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path = os.path.join(self.output_directory, folder)
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file_name = (name or str(self)) + ".png"
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return os.path.join(path, file_name)
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def save_image(self, name = None, mode = "RGB", dont_update = False):
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path = self.get_image_file_path(name, dont_update)
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directory_path = os.path.dirname(path)
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if not os.path.exists(directory_path):
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os.makedirs(directory_path)
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if not dont_update:
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self.update_frame()
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image = self.get_image()
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image = image.convert(mode)
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image.save(path)
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def get_movie_file_path(self, name = None, extension = None):
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if extension is None:
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extension = self.movie_file_extension
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if name is None:
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name = self.name
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file_path = os.path.join(self.output_directory, name)
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if not file_path.endswith(extension):
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file_path += extension
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if not os.path.exists(self.output_directory):
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os.makedirs(self.output_directory)
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return file_path
|
|
|
|
def open_movie_pipe(self):
|
|
name = str(self)
|
|
file_path = self.get_movie_file_path(name)
|
|
temp_file_path = file_path.replace(name, name + "Temp")
|
|
print("Writing to %s"%temp_file_path)
|
|
self.args_to_rename_file = (temp_file_path, file_path)
|
|
|
|
fps = int(1/self.frame_duration)
|
|
height, width = self.camera.pixel_shape
|
|
|
|
command = [
|
|
FFMPEG_BIN,
|
|
'-y', # overwrite output file if it exists
|
|
'-f', 'rawvideo',
|
|
'-vcodec','rawvideo',
|
|
'-s', '%dx%d'%(width, height), # size of one frame
|
|
'-pix_fmt', 'rgba',
|
|
'-r', str(fps), # frames per second
|
|
'-i', '-', # The imput comes from a pipe
|
|
'-an', # Tells FFMPEG not to expect any audio
|
|
'-vcodec', 'mpeg',
|
|
'-c:v', 'libx264',
|
|
'-pix_fmt', 'yuv420p',
|
|
'-loglevel', 'error',
|
|
temp_file_path,
|
|
]
|
|
# self.writing_process = sp.Popen(command, stdin=sp.PIPE, shell=True)
|
|
self.writing_process = sp.Popen(command, stdin=sp.PIPE)
|
|
|
|
def close_movie_pipe(self):
|
|
self.writing_process.stdin.close()
|
|
self.writing_process.wait()
|
|
if os.name == 'nt':
|
|
shutil.move(*self.args_to_rename_file)
|
|
else:
|
|
os.rename(*self.args_to_rename_file)
|
|
|
|
def wait_to(self, time, assert_positive = True):
|
|
if self.ignore_waits: return
|
|
time -= self.current_scene_time
|
|
if assert_positive: assert(time >= 0)
|
|
elif time < 0: return
|
|
|
|
self.dither(time)
|