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674 lines
24 KiB
Python
674 lines
24 KiB
Python
from manimlib import *
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import numpy as np
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# To watch one of these scenes, run the following:
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# python -m manim example_scenes.py SquareToCircle
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# Use -s to skip to the end and just save the final frame
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# Use -w to write the animation to a file
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# Use -o to write it to a file and open it once done
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# Use -n <number> to skip ahead to the n'th animation of a scene.
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class OpeningManimExample(Scene):
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def construct(self):
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intro_words = Text("""
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The original motivation for manim was to
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better illustrate mathematical functions
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as transformations.
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""")
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intro_words.to_edge(UP)
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self.play(Write(intro_words))
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self.wait(2)
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# Linear transform
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grid = NumberPlane((-10, 10), (-5, 5))
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matrix = [[1, 1], [0, 1]]
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linear_transform_words = VGroup(
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Text("This is what the matrix"),
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IntegerMatrix(matrix, include_background_rectangle=True),
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Text("looks like")
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)
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linear_transform_words.arrange(RIGHT)
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linear_transform_words.to_edge(UP)
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linear_transform_words.set_stroke(BLACK, 10, background=True)
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self.play(
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ShowCreation(grid),
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FadeTransform(intro_words, linear_transform_words)
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)
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self.wait()
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self.play(grid.animate.apply_matrix(matrix), run_time=3)
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self.wait()
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# Complex map
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c_grid = ComplexPlane()
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moving_c_grid = c_grid.copy()
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moving_c_grid.prepare_for_nonlinear_transform()
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c_grid.set_stroke(BLUE_E, 1)
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c_grid.add_coordinate_labels(font_size=24)
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complex_map_words = TexText("""
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Or thinking of the plane as $\\mathds{C}$,\\\\
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this is the map $z \\rightarrow z^2$
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""")
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complex_map_words.to_corner(UR)
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complex_map_words.set_stroke(BLACK, 5, background=True)
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self.play(
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FadeOut(grid),
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Write(c_grid, run_time=3),
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FadeIn(moving_c_grid),
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FadeTransform(linear_transform_words, complex_map_words),
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)
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self.wait()
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self.play(
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moving_c_grid.animate.apply_complex_function(lambda z: z**2),
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run_time=6,
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)
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self.wait(2)
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class AnimatingMethods(Scene):
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def construct(self):
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grid = Tex(r"\pi").get_grid(10, 10, height=4)
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self.add(grid)
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# You can animate the application of mobject methods with the
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# ".animate" syntax:
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self.play(grid.animate.shift(LEFT))
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# Alternatively, you can use the older syntax by passing the
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# method and then the arguments to the scene's "play" function:
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self.play(grid.shift, LEFT)
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# Both of those will interpolate between the mobject's initial
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# state and whatever happens when you apply that method.
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# For this example, calling grid.shift(LEFT) would shift the
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# grid one unit to the left, but both of the previous calls to
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# "self.play" animate that motion.
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# The same applies for any method, including those setting colors.
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self.play(grid.animate.set_color(YELLOW))
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self.wait()
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self.play(grid.animate.set_submobject_colors_by_gradient(BLUE, GREEN))
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self.wait()
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self.play(grid.animate.set_height(TAU - MED_SMALL_BUFF))
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self.wait()
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# The method Mobject.apply_complex_function lets you apply arbitrary
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# complex functions, treating the points defining the mobject as
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# complex numbers.
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self.play(grid.animate.apply_complex_function(np.exp), run_time=5)
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self.wait()
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# Even more generally, you could apply Mobject.apply_function,
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# which takes in functions form R^3 to R^3
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self.play(
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grid.animate.apply_function(
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lambda p: [
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p[0] + 0.5 * math.sin(p[1]),
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p[1] + 0.5 * math.sin(p[0]),
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p[2]
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]
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),
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run_time=5,
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)
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self.wait()
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class TextExample(Scene):
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def construct(self):
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# To run this scene properly, you should have "Consolas" font in your computer
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# for full usage, you can see https://github.com/3b1b/manim/pull/680
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text = Text("Here is a text", font="Consolas", font_size=90)
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difference = Text(
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"""
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The most important difference between Text and TexText is that\n
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you can change the font more easily, but can't use the LaTeX grammar
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""",
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font="Arial", font_size=24,
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# t2c is a dict that you can choose color for different text
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t2c={"Text": BLUE, "TexText": BLUE, "LaTeX": ORANGE}
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)
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VGroup(text, difference).arrange(DOWN, buff=1)
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self.play(Write(text))
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self.play(FadeIn(difference, UP))
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self.wait(3)
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fonts = Text(
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"And you can also set the font according to different words",
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font="Arial",
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t2f={"font": "Consolas", "words": "Consolas"},
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t2c={"font": BLUE, "words": GREEN}
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)
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fonts.set_width(FRAME_WIDTH - 1)
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slant = Text(
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"And the same as slant and weight",
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font="Consolas",
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t2s={"slant": ITALIC},
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t2w={"weight": BOLD},
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t2c={"slant": ORANGE, "weight": RED}
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)
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VGroup(fonts, slant).arrange(DOWN, buff=0.8)
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self.play(FadeOut(text), FadeOut(difference, shift=DOWN))
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self.play(Write(fonts))
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self.wait()
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self.play(Write(slant))
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self.wait()
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class TexTransformExample(Scene):
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def construct(self):
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to_isolate = ["B", "C", "=", "(", ")"]
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lines = VGroup(
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# Passing in muliple arguments to Tex will result
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# in the same expression as if those arguments had
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# been joined together, except that the submobject
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# heirarchy of the resulting mobject ensure that the
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# Tex mobject has a subject corresponding to
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# each of these strings. For example, the Tex mobject
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# below will have 5 subjects, corresponding to the
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# expressions [A^2, +, B^2, =, C^2]
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Tex("A^2", "+", "B^2", "=", "C^2"),
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# Likewise here
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Tex("A^2", "=", "C^2", "-", "B^2"),
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# Alternatively, you can pass in the keyword argument
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# "isolate" with a list of strings that should be out as
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# their own submobject. So the line below is equivalent
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# to the commented out line below it.
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Tex("A^2 = (C + B)(C - B)", isolate=["A^2", *to_isolate]),
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# Tex("A^2", "=", "(", "C", "+", "B", ")", "(", "C", "-", "B", ")"),
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Tex("A = \\sqrt{(C + B)(C - B)}", isolate=["A", *to_isolate])
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)
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lines.arrange(DOWN, buff=LARGE_BUFF)
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for line in lines:
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line.set_color_by_tex_to_color_map({
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"A": BLUE,
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"B": TEAL,
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"C": GREEN,
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})
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play_kw = {"run_time": 2}
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self.add(lines[0])
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# The animation TransformMatchingTex will line up parts
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# of the source and target which have matching tex strings.
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# Here, giving it a little path_arc makes each part sort of
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# rotate into their final positions, which feels appropriate
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# for the idea of rearranging an equation
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self.play(
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TransformMatchingTex(
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lines[0].copy(), lines[1],
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path_arc=90 * DEGREES,
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),
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**play_kw
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)
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self.wait()
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# Now, we could try this again on the next line...
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self.play(
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TransformMatchingTex(lines[1].copy(), lines[2]),
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**play_kw
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)
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self.wait()
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# ...and this looks nice enough, but since there's no tex
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# in lines[2] which matches "C^2" or "B^2", those terms fade
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# out to nothing while the C and B terms fade in from nothing.
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# If, however, we want the C^2 to go to C, and B^2 to go to B,
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# we can specify that with a key map.
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self.play(FadeOut(lines[2]))
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self.play(
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TransformMatchingTex(
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lines[1].copy(), lines[2],
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key_map={
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"C^2": "C",
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"B^2": "B",
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}
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),
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**play_kw
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)
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self.wait()
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# And to finish off, a simple TransformMatchingShapes would work
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# just fine. But perhaps we want that exponent on A^2 to transform into
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# the square root symbol. At the moment, lines[2] treats the expression
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# A^2 as a unit, so we might create a new version of the same line which
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# separates out just the A. This way, when TransformMatchingTex lines up
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# all matching parts, the only mismatch will be between the "^2" from
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# new_line2 and the "\sqrt" from the final line. By passing in,
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# transform_mismatches=True, it will transform this "^2" part into
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# the "\sqrt" part.
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new_line2 = Tex("A^2 = (C + B)(C - B)", isolate=["A", *to_isolate])
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new_line2.replace(lines[2])
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new_line2.match_style(lines[2])
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self.play(
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TransformMatchingTex(
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new_line2, lines[3],
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transform_mismatches=True,
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),
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**play_kw
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)
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self.wait(3)
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self.play(FadeOut(lines, RIGHT))
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# Alternatively, if you don't want to think about breaking up
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# the tex strings deliberately, you can TransformMatchingShapes,
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# which will try to line up all pieces of a source mobject with
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# those of a target, regardless of the submobject hierarchy in
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# each one, according to whether those pieces have the same
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# shape (as best it can).
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source = Text("the morse code", height=1)
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target = Text("here come dots", height=1)
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self.play(Write(source))
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self.wait()
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kw = {"run_time": 3, "path_arc": PI / 2}
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self.play(TransformMatchingShapes(source, target, **kw))
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self.wait()
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self.play(TransformMatchingShapes(target, source, **kw))
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self.wait()
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class UpdatersExample(Scene):
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def construct(self):
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square = Square()
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square.set_fill(BLUE_E, 1)
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# On all all frames, the constructor Brace(square, UP) will
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# be called, and the mobject brace will set its data to match
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# that of the newly constructed object
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brace = always_redraw(Brace, square, UP)
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text, number = label = VGroup(
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Text("Width = "),
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DecimalNumber(
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0,
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show_ellipsis=True,
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num_decimal_places=2,
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include_sign=True,
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)
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)
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label.arrange(RIGHT)
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# This ensures that the method deicmal.next_to(square)
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# is called on every frame
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always(label.next_to, brace, UP)
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# You could also write the following equivalent line
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# label.add_updater(lambda m: m.next_to(brace, UP))
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# If the argument itself might change, you can use f_always,
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# for which the arguments following the initial Mobject method
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# should be functions returning arguments to that method.
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# The following line ensures thst decimal.set_value(square.get_y())
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# is called every frame
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f_always(number.set_value, square.get_width)
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# You could also write the following equivalent line
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# number.add_updater(lambda m: m.set_value(square.get_width()))
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self.add(square, brace, label)
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# Notice that the brace and label track with the square
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self.play(
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square.animate.scale(2),
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rate_func=there_and_back,
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run_time=2,
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)
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self.wait()
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self.play(
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square.animate.set_width(5, stretch=True),
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run_time=3,
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)
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self.wait()
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self.play(
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square.animate.set_width(2),
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run_time=3
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)
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self.wait()
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# In general, you can alway call Mobject.add_updater, and pass in
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# a function that you want to be called on every frame. The function
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# should take in either one argument, the mobject, or two arguments,
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# the mobject and the amount of time since the last frame.
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now = self.time
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w0 = square.get_width()
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square.add_updater(
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lambda m: m.set_width(w0 * math.cos(self.time - now))
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)
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self.wait(4 * PI)
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class CoordinateSystemExample(Scene):
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def construct(self):
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axes = Axes(
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# x-axis ranges from -1 to 10, with a default step size of 1
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x_range=(-1, 10),
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# y-axis ranges from -2 to 10 with a step size of 0.5
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y_range=(-2, 2, 0.5),
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# The axes will be stretched so as to match the specified
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# height and width
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height=6,
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width=10,
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# Axes is made of two NumberLine mobjects. You can specify
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# their configuration with axis_config
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axis_config={
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"stroke_color": GREY_A,
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"stroke_width": 2,
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},
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# Alternatively, you can specify configuration for just one
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# of them, like this.
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y_axis_config={
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"include_tip": False,
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}
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)
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# Keyword arguments of add_coordinate_labels can be used to
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# configure the DecimalNumber mobjects which it creates and
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# adds to the axes
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axes.add_coordinate_labels(
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font_size=20,
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num_decimal_places=1,
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)
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self.add(axes)
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# Axes descends from the CoordinateSystem class, meaning
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# you can call call axes.coords_to_point, abbreviated to
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# axes.c2p, to associate a set of coordinates with a point,
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# like so:
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dot = Dot(color=RED)
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dot.move_to(axes.c2p(0, 0))
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self.play(FadeIn(dot, scale=0.5))
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self.play(dot.animate.move_to(axes.c2p(3, 2)))
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self.wait()
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self.play(dot.animate.move_to(axes.c2p(5, 0.5)))
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self.wait()
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# Similarly, you can call axes.point_to_coords, or axes.p2c
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# print(axes.p2c(dot.get_center()))
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# We can draw lines from the axes to better mark the coordinates
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# of a given point.
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# Here, the always_redraw command means that on each new frame
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# the lines will be redrawn
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h_line = always_redraw(lambda: axes.get_h_line(dot.get_left()))
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v_line = always_redraw(lambda: axes.get_v_line(dot.get_bottom()))
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self.play(
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ShowCreation(h_line),
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ShowCreation(v_line),
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)
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self.play(dot.animate.move_to(axes.c2p(3, -2)))
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self.wait()
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self.play(dot.animate.move_to(axes.c2p(1, 1)))
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self.wait()
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# If we tie the dot to a particular set of coordinates, notice
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# that as we move the axes around it respects the coordinate
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# system defined by them.
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f_always(dot.move_to, lambda: axes.c2p(1, 1))
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self.play(
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axes.animate.scale(0.75).to_corner(UL),
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run_time=2,
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)
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self.wait()
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self.play(FadeOut(VGroup(axes, dot, h_line, v_line)))
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# Other coordinate systems you can play around with include
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# ThreeDAxes, NumberPlane, and ComplexPlane.
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class GraphExample(Scene):
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def construct(self):
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axes = Axes((-3, 10), (-1, 8))
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axes.add_coordinate_labels()
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self.play(Write(axes, lag_ratio=0.01, run_time=1))
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# Axes.get_graph will return the graph of a function
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sin_graph = axes.get_graph(
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lambda x: 2 * math.sin(x),
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color=BLUE,
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)
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# By default, it draws it so as to somewhat smoothly interpolate
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# between sampled points (x, f(x)). If the graph is meant to have
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# a corner, though, you can set use_smoothing to False
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relu_graph = axes.get_graph(
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lambda x: max(x, 0),
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use_smoothing=False,
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color=YELLOW,
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)
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# For discontinuous functions, you can specify the point of
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# discontinuity so that it does not try to draw over the gap.
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step_graph = axes.get_graph(
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lambda x: 2.0 if x > 3 else 1.0,
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discontinuities=[3],
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color=GREEN,
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)
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# Axes.get_graph_label takes in either a string or a mobject.
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# If it's a string, it treats it as a LaTeX expression. By default
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# it places the label next to the graph near the right side, and
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# has it match the color of the graph
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sin_label = axes.get_graph_label(sin_graph, "\\sin(x)")
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relu_label = axes.get_graph_label(relu_graph, Text("ReLU"))
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step_label = axes.get_graph_label(step_graph, Text("Step"), x=4)
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self.play(
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ShowCreation(sin_graph),
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FadeIn(sin_label, RIGHT),
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)
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self.wait(2)
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self.play(
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ReplacementTransform(sin_graph, relu_graph),
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FadeTransform(sin_label, relu_label),
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)
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self.wait()
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self.play(
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ReplacementTransform(relu_graph, step_graph),
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FadeTransform(relu_label, step_label),
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)
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self.wait()
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parabola = axes.get_graph(lambda x: 0.25 * x**2)
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parabola.set_stroke(BLUE)
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self.play(
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FadeOut(step_graph),
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FadeOut(step_label),
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ShowCreation(parabola)
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)
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self.wait()
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# You can use axes.input_to_graph_point, abbreviated
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# to axes.i2gp, to find a particular point on a graph
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dot = Dot(color=RED)
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dot.move_to(axes.i2gp(2, parabola))
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self.play(FadeIn(dot, scale=0.5))
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# A value tracker lets us animate a parameter, usually
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# with the intent of having other mobjects update based
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# on the parameter
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x_tracker = ValueTracker(2)
|
|
f_always(
|
|
dot.move_to,
|
|
lambda: axes.i2gp(x_tracker.get_value(), parabola)
|
|
)
|
|
|
|
self.play(x_tracker.animate.set_value(4), run_time=3)
|
|
self.play(x_tracker.animate.set_value(-2), run_time=3)
|
|
self.wait()
|
|
|
|
|
|
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_config.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.animate.increment_phi(-10 * DEGREES),
|
|
frame.animate.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.animate.move_to(3 * IN), run_time=5)
|
|
self.play(light.animate.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()
|
|
|
|
|
|
class InteractiveDevelopment(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()
|
|
|
|
# This opens an iPython termnial where you can keep writing
|
|
# lines as if they were part of this construct method.
|
|
# In particular, 'square', 'circle' and 'self' will all be
|
|
# part of the local namespace in that terminal.
|
|
self.embed()
|
|
|
|
# Try copying and pasting some of the lines below into
|
|
# the interactive shell
|
|
self.play(ReplacementTransform(square, circle))
|
|
self.wait()
|
|
self.play(circle.animate.stretch(4, 0))
|
|
self.play(Rotate(circle, 90 * DEGREES))
|
|
self.play(circle.animate.shift(2 * RIGHT).scale(0.25))
|
|
|
|
text = Text("""
|
|
In general, using the interactive shell
|
|
is very helpful when developing new scenes
|
|
""")
|
|
self.play(Write(text))
|
|
|
|
# In the interactive shell, you can just type
|
|
# play, add, remove, clear, wait, save_state and restore,
|
|
# instead of self.play, self.add, self.remove, etc.
|
|
|
|
# To interact with the window, type touch(). You can then
|
|
# scroll in the window, or zoom by holding down 'z' while scrolling,
|
|
# and change camera perspective by holding down 'd' while moving
|
|
# the mouse. Press 'r' to reset to the standard camera position.
|
|
# Press 'q' to stop interacting with the window and go back to
|
|
# typing new commands into the shell.
|
|
|
|
# In principle you can customize a scene to be responsive to
|
|
# mouse and keyboard interactions
|
|
always(circle.move_to, self.mouse_point)
|
|
|
|
|
|
class ControlsExample(Scene):
|
|
def setup(self):
|
|
self.textbox = Textbox()
|
|
self.checkbox = Checkbox()
|
|
self.color_picker = ColorSliders()
|
|
self.panel = ControlPanel(
|
|
Text("Text", size=0.5), self.textbox, Line(),
|
|
Text("Show/Hide Text", size=0.5), self.checkbox, Line(),
|
|
Text("Color of Text", size=0.5), self.color_picker
|
|
)
|
|
self.add(self.panel)
|
|
|
|
def construct(self):
|
|
text = Text("", size=2)
|
|
|
|
def text_updater(old_text):
|
|
assert(isinstance(old_text, Text))
|
|
new_text = Text(self.textbox.get_value(), size=old_text.size)
|
|
# new_text.align_data_and_family(old_text)
|
|
new_text.move_to(old_text)
|
|
if self.checkbox.get_value():
|
|
new_text.set_fill(
|
|
color=self.color_picker.get_picked_color(),
|
|
opacity=self.color_picker.get_picked_opacity()
|
|
)
|
|
else:
|
|
new_text.set_opacity(0)
|
|
old_text.become(new_text)
|
|
|
|
text.add_updater(text_updater)
|
|
|
|
self.add(MotionMobject(text))
|
|
|
|
self.textbox.set_value("Manim")
|
|
# self.wait(60)
|
|
# self.embed()
|
|
|
|
|
|
# See https://github.com/3b1b/videos for many, many more
|