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

538 lines
18 KiB
Python

import inspect
import random
import warnings
import platform
from tqdm import tqdm as ProgressDisplay
import numpy as np
import itertools as it
import time
from manimlib.animation.animation import Animation
from manimlib.animation.transform import MoveToTarget
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,
}
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
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()
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):
# To be implemented in subclasses
pass
def tear_down(self):
self.skip_animations = False
if self.file_writer.save_last_frame:
self.update_frame()
self.file_writer.finish()
self.print_end_message()
if self.window:
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
while not self.window.is_closing:
# t, dt = self.window.timer.next_frame()
self.update_frame()
self.window.destroy()
def __str__(self):
return self.__class__.__name__
def print_end_message(self):
print(f"Played {self.num_plays} animations")
# TODO, remove this
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 get_image(self):
return self.camera.get_image()
def update_frame(self, dt=0, ignore_skipping=False):
self.increment_time(dt)
if self.skip_animations and not ignore_skipping:
return
if self.window:
self.window.clear()
self.camera.clear()
self.camera.capture(*self.get_displayed_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:
self.window.clear()
self.camera.capture(*self.get_displayed_mobjects())
self.window.swap_buffers()
win_time, win_dt = self.window.timer.next_frame()
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([
mob.has_time_based_updater()
for mob in self.get_mobject_family_members()
])
###
def get_time(self):
return self.time
def increment_time(self, dt):
self.time += dt
###
def get_displayed_mobjects(self):
return it.chain(*[
mob.family_members_with_points()
for mob in self.mobjects
])
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_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]
mobjects = self.get_mobject_family_members()
for i, mob in enumerate(mobjects):
is_animated = (mob in animation_mobjects)
is_updated = (len(mob.get_family_updaters()) > 0)
if is_animated or is_updated:
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,
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([
"Animation {}: ".format(self.num_plays),
str(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.skip_animations = False
self.skip_time += self.time
if self.end_at_animation_number is not None:
if self.num_plays >= self.end_at_animation_number:
self.skip_animations = True
raise EndSceneEarlyException()
# Methods associated with running animations
def handle_play_like_call(func):
def wrapper(self, *args, **kwargs):
self.update_skipping_status()
if not self.skip_animations:
self.file_writer.begin_animation()
func(self, *args, **kwargs)
self.file_writer.end_animation()
else:
func(self, *args, **kwargs)
self.num_plays += 1
return wrapper
def begin_animations(self, animations):
curr_mobjects = self.get_mobject_family_members()
for animation in animations:
# Begin animation
animation.begin()
# Anything animated that's not already in the
# scene gets added to the scene
mob = animation.mobject
if mob not in curr_mobjects:
self.add(mob)
curr_mobjects += mob.get_family()
def progress_through_animations(self, animations):
# Paint all non-moving objects onto the screen, so they don't
# have to be rendered every frame
# moving_mobjects = self.get_moving_mobjects(*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_mobjects(dt)
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:
# TODO, run this call in for each animation?
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.begin_animations(animations)
self.progress_through_animations(animations)
self.finish_animations(animations)
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():
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_mobjects(dt)
self.update_frame(dt)
self.emit_frame()
if stop_condition is not None and stop_condition():
time_progression.close()
break
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()
# Event handling
def on_mouse_motion(self, point, d_point):
pass
def on_mouse_drag(self, point, d_point, buttons, modifiers):
self.camera.frame.shift(-d_point)
self.camera.refresh_shader_uniforms()
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
factor = 1 + np.arctan(10 * offset[1])
frame.scale(factor, about_point=point)
self.camera.refresh_shader_uniforms()
def on_key_release(self, symbol, modifiers):
pass
def on_key_press(self, symbol, modifiers):
if chr(symbol) == "r":
self.camera.frame.restore()
self.camera.refresh_shader_uniforms()
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