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509 lines
18 KiB
Python
509 lines
18 KiB
Python
import numpy as np
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from manimlib.animation.animation import Animation
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from manimlib.animation.creation import ShowCreation
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from manimlib.animation.creation import Write
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from manimlib.animation.fading import FadeOut
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from manimlib.animation.growing import GrowArrow
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from manimlib.animation.transform import ApplyFunction
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from manimlib.animation.transform import ApplyPointwiseFunction
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from manimlib.animation.transform import Transform
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from manimlib.constants import *
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from manimlib.mobject.coordinate_systems import Axes
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from manimlib.mobject.coordinate_systems import NumberPlane
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from manimlib.mobject.geometry import Arrow
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from manimlib.mobject.geometry import Dot
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from manimlib.mobject.geometry import Line
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from manimlib.mobject.geometry import Rectangle
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from manimlib.mobject.geometry import Vector
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from manimlib.mobject.matrix import Matrix
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from manimlib.mobject.matrix import VECTOR_LABEL_SCALE_FACTOR
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from manimlib.mobject.matrix import vector_coordinate_label
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from manimlib.mobject.mobject import Mobject
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from manimlib.mobject.svg.tex_mobject import Tex
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from manimlib.mobject.svg.tex_mobject import TexText
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from manimlib.mobject.types.vectorized_mobject import VGroup
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from manimlib.mobject.types.vectorized_mobject import VMobject
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from manimlib.scene.scene import Scene
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from manimlib.utils.rate_functions import rush_from
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from manimlib.utils.rate_functions import rush_into
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from manimlib.utils.space_ops import angle_of_vector
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from manimlib.utils.space_ops import get_norm
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X_COLOR = GREEN_C
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Y_COLOR = RED_C
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Z_COLOR = BLUE_D
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# TODO: Much of this scene type seems dependent on the coordinate system chosen.
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# That is, being centered at the origin with grid units corresponding to the
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# arbitrary space units. Change it!
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#
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# Also, methods I would have thought of as getters, like coords_to_vector, are
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# actually doing a lot of animating.
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class VectorScene(Scene):
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CONFIG = {
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"basis_vector_stroke_width": 6
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}
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def add_plane(self, animate=False, **kwargs):
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plane = NumberPlane(**kwargs)
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if animate:
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self.play(ShowCreation(plane, lag_ratio=0.5))
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self.add(plane)
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return plane
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def add_axes(self, animate=False, color=WHITE, **kwargs):
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axes = Axes(color=color, tick_frequency=1)
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if animate:
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self.play(ShowCreation(axes))
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self.add(axes)
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return axes
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def lock_in_faded_grid(self, dimness=0.7, axes_dimness=0.5):
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plane = self.add_plane()
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axes = plane.get_axes()
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plane.fade(dimness)
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axes.set_color(WHITE)
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axes.fade(axes_dimness)
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self.add(axes)
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self.freeze_background()
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def get_vector(self, numerical_vector, **kwargs):
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return Arrow(
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self.plane.coords_to_point(0, 0),
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self.plane.coords_to_point(*numerical_vector[:2]),
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buff=0,
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**kwargs
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)
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def add_vector(self, vector, color=YELLOW, animate=True, **kwargs):
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if not isinstance(vector, Arrow):
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vector = Vector(vector, color=color, **kwargs)
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if animate:
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self.play(GrowArrow(vector))
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self.add(vector)
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return vector
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def write_vector_coordinates(self, vector, **kwargs):
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coords = vector_coordinate_label(vector, **kwargs)
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self.play(Write(coords))
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return coords
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def get_basis_vectors(self, i_hat_color=X_COLOR, j_hat_color=Y_COLOR):
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return VGroup(*[
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Vector(
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vect,
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color=color,
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stroke_width=self.basis_vector_stroke_width
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)
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for vect, color in [
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([1, 0], i_hat_color),
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([0, 1], j_hat_color)
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]
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])
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def get_basis_vector_labels(self, **kwargs):
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i_hat, j_hat = self.get_basis_vectors()
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return VGroup(*[
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self.get_vector_label(
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vect, label, color=color,
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label_scale_factor=1,
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**kwargs
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)
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for vect, label, color in [
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(i_hat, "\\hat{\\imath}", X_COLOR),
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(j_hat, "\\hat{\\jmath}", Y_COLOR),
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]
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])
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def get_vector_label(self, vector, label,
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at_tip=False,
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direction="left",
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rotate=False,
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color=None,
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label_scale_factor=VECTOR_LABEL_SCALE_FACTOR):
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if not isinstance(label, Tex):
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if len(label) == 1:
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label = "\\vec{\\textbf{%s}}" % label
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label = Tex(label)
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if color is None:
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color = vector.get_color()
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label.set_color(color)
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label.scale(label_scale_factor)
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label.add_background_rectangle()
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if at_tip:
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vect = vector.get_vector()
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vect /= get_norm(vect)
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label.next_to(vector.get_end(), vect, buff=SMALL_BUFF)
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else:
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angle = vector.get_angle()
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if not rotate:
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label.rotate(-angle, about_point=ORIGIN)
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if direction == "left":
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label.shift(-label.get_bottom() + 0.1 * UP)
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else:
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label.shift(-label.get_top() + 0.1 * DOWN)
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label.rotate(angle, about_point=ORIGIN)
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label.shift((vector.get_end() - vector.get_start()) / 2)
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return label
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def label_vector(self, vector, label, animate=True, **kwargs):
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label = self.get_vector_label(vector, label, **kwargs)
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if animate:
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self.play(Write(label, run_time=1))
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self.add(label)
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return label
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def position_x_coordinate(self, x_coord, x_line, vector):
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x_coord.next_to(x_line, -np.sign(vector[1]) * UP)
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x_coord.set_color(X_COLOR)
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return x_coord
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def position_y_coordinate(self, y_coord, y_line, vector):
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y_coord.next_to(y_line, np.sign(vector[0]) * RIGHT)
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y_coord.set_color(Y_COLOR)
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return y_coord
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def coords_to_vector(self, vector, coords_start=2 * RIGHT + 2 * UP, clean_up=True):
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starting_mobjects = list(self.mobjects)
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array = Matrix(vector)
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array.shift(coords_start)
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arrow = Vector(vector)
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x_line = Line(ORIGIN, vector[0] * RIGHT)
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y_line = Line(x_line.get_end(), arrow.get_end())
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x_line.set_color(X_COLOR)
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y_line.set_color(Y_COLOR)
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x_coord, y_coord = array.get_mob_matrix().flatten()
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self.play(Write(array, run_time=1))
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self.wait()
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self.play(ApplyFunction(
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lambda x: self.position_x_coordinate(x, x_line, vector),
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x_coord
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))
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self.play(ShowCreation(x_line))
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self.play(
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ApplyFunction(
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lambda y: self.position_y_coordinate(y, y_line, vector),
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y_coord
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),
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FadeOut(array.get_brackets())
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)
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y_coord, brackets = self.get_mobjects_from_last_animation()
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self.play(ShowCreation(y_line))
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self.play(ShowCreation(arrow))
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self.wait()
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if clean_up:
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self.clear()
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self.add(*starting_mobjects)
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def vector_to_coords(self, vector, integer_labels=True, clean_up=True):
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starting_mobjects = list(self.mobjects)
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show_creation = False
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if isinstance(vector, Arrow):
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arrow = vector
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vector = arrow.get_end()[:2]
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else:
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arrow = Vector(vector)
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show_creation = True
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array = vector_coordinate_label(arrow, integer_labels=integer_labels)
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x_line = Line(ORIGIN, vector[0] * RIGHT)
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y_line = Line(x_line.get_end(), arrow.get_end())
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x_line.set_color(X_COLOR)
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y_line.set_color(Y_COLOR)
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x_coord, y_coord = array.get_mob_matrix().flatten()
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x_coord_start = self.position_x_coordinate(
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x_coord.copy(), x_line, vector
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)
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y_coord_start = self.position_y_coordinate(
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y_coord.copy(), y_line, vector
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)
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brackets = array.get_brackets()
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if show_creation:
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self.play(ShowCreation(arrow))
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self.play(
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ShowCreation(x_line),
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Write(x_coord_start),
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run_time=1
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)
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self.play(
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ShowCreation(y_line),
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Write(y_coord_start),
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run_time=1
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)
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self.wait()
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self.play(
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Transform(x_coord_start, x_coord, lag_ratio=0),
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Transform(y_coord_start, y_coord, lag_ratio=0),
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Write(brackets, run_time=1),
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)
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self.wait()
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self.remove(x_coord_start, y_coord_start, brackets)
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self.add(array)
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if clean_up:
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self.clear()
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self.add(*starting_mobjects)
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return array, x_line, y_line
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def show_ghost_movement(self, vector):
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if isinstance(vector, Arrow):
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vector = vector.get_end() - vector.get_start()
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elif len(vector) == 2:
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vector = np.append(np.array(vector), 0.0)
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x_max = int(FRAME_X_RADIUS + abs(vector[0]))
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y_max = int(FRAME_Y_RADIUS + abs(vector[1]))
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dots = VMobject(*[
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Dot(x * RIGHT + y * UP)
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for x in range(-x_max, x_max)
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for y in range(-y_max, y_max)
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])
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dots.set_fill(BLACK, opacity=0)
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dots_halfway = dots.copy().shift(vector / 2).set_fill(WHITE, 1)
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dots_end = dots.copy().shift(vector)
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self.play(Transform(
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dots, dots_halfway, rate_func=rush_into
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))
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self.play(Transform(
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dots, dots_end, rate_func=rush_from
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))
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self.remove(dots)
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class LinearTransformationScene(VectorScene):
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CONFIG = {
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"include_background_plane": True,
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"include_foreground_plane": True,
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"foreground_plane_kwargs": {
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"x_max": FRAME_WIDTH / 2,
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"x_min": -FRAME_WIDTH / 2,
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"y_max": FRAME_WIDTH / 2,
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"y_min": -FRAME_WIDTH / 2,
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"faded_line_ratio": 0
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},
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"background_plane_kwargs": {
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"color": GREY,
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"axis_config": {
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"color": GREY,
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},
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"background_line_style": {
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"stroke_color": GREY,
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"stroke_width": 1,
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},
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},
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"show_coordinates": False,
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"show_basis_vectors": True,
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"basis_vector_stroke_width": 6,
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"i_hat_color": X_COLOR,
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"j_hat_color": Y_COLOR,
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"leave_ghost_vectors": False,
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"t_matrix": [[3, 0], [1, 2]],
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}
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def setup(self):
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# The has_already_setup attr is to not break all the old Scenes
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if hasattr(self, "has_already_setup"):
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return
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self.has_already_setup = True
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self.background_mobjects = []
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self.foreground_mobjects = []
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self.transformable_mobjects = []
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self.moving_vectors = []
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self.transformable_labels = []
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self.moving_mobjects = []
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self.t_matrix = np.array(self.t_matrix)
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self.background_plane = NumberPlane(
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**self.background_plane_kwargs
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)
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if self.show_coordinates:
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self.background_plane.add_coordinates()
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if self.include_background_plane:
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self.add_background_mobject(self.background_plane)
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if self.include_foreground_plane:
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self.plane = NumberPlane(**self.foreground_plane_kwargs)
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self.add_transformable_mobject(self.plane)
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if self.show_basis_vectors:
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self.basis_vectors = self.get_basis_vectors(
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i_hat_color=self.i_hat_color,
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j_hat_color=self.j_hat_color,
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)
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self.moving_vectors += list(self.basis_vectors)
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self.i_hat, self.j_hat = self.basis_vectors
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self.add(self.basis_vectors)
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def add_special_mobjects(self, mob_list, *mobs_to_add):
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for mobject in mobs_to_add:
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if mobject not in mob_list:
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mob_list.append(mobject)
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self.add(mobject)
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def add_background_mobject(self, *mobjects):
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self.add_special_mobjects(self.background_mobjects, *mobjects)
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# TODO, this conflicts with Scene.add_fore
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def add_foreground_mobject(self, *mobjects):
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self.add_special_mobjects(self.foreground_mobjects, *mobjects)
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def add_transformable_mobject(self, *mobjects):
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self.add_special_mobjects(self.transformable_mobjects, *mobjects)
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def add_moving_mobject(self, mobject, target_mobject=None):
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mobject.target = target_mobject
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self.add_special_mobjects(self.moving_mobjects, mobject)
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def get_unit_square(self, color=YELLOW, opacity=0.3, stroke_width=3):
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square = self.square = Rectangle(
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color=color,
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width=self.plane.get_x_unit_size(),
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height=self.plane.get_y_unit_size(),
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stroke_color=color,
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stroke_width=stroke_width,
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fill_color=color,
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fill_opacity=opacity
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)
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square.move_to(self.plane.coords_to_point(0, 0), DL)
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return square
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def add_unit_square(self, animate=False, **kwargs):
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square = self.get_unit_square(**kwargs)
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if animate:
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self.play(
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DrawBorderThenFill(square),
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Animation(Group(*self.moving_vectors))
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)
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self.add_transformable_mobject(square)
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self.bring_to_front(*self.moving_vectors)
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self.square = square
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return self
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def add_vector(self, vector, color=YELLOW, **kwargs):
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vector = VectorScene.add_vector(
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self, vector, color=color, **kwargs
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)
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self.moving_vectors.append(vector)
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return vector
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def write_vector_coordinates(self, vector, **kwargs):
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coords = VectorScene.write_vector_coordinates(self, vector, **kwargs)
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self.add_foreground_mobject(coords)
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return coords
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def add_transformable_label(
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self, vector, label,
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transformation_name="L",
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new_label=None,
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**kwargs):
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label_mob = self.label_vector(vector, label, **kwargs)
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if new_label:
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label_mob.target_text = new_label
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else:
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label_mob.target_text = "%s(%s)" % (
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transformation_name,
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label_mob.get_tex()
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)
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label_mob.vector = vector
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label_mob.kwargs = kwargs
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if "animate" in label_mob.kwargs:
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label_mob.kwargs.pop("animate")
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self.transformable_labels.append(label_mob)
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return label_mob
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def add_title(self, title, scale_factor=1.5, animate=False):
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if not isinstance(title, Mobject):
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title = TexText(title).scale(scale_factor)
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title.to_edge(UP)
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title.add_background_rectangle()
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if animate:
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self.play(Write(title))
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self.add_foreground_mobject(title)
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self.title = title
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return self
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def get_matrix_transformation(self, matrix):
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return self.get_transposed_matrix_transformation(np.array(matrix).T)
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def get_transposed_matrix_transformation(self, transposed_matrix):
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transposed_matrix = np.array(transposed_matrix)
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if transposed_matrix.shape == (2, 2):
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new_matrix = np.identity(3)
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new_matrix[:2, :2] = transposed_matrix
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transposed_matrix = new_matrix
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elif transposed_matrix.shape != (3, 3):
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raise Exception("Matrix has bad dimensions")
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return lambda point: np.dot(point, transposed_matrix)
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def get_piece_movement(self, pieces):
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start = VGroup(*pieces)
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target = VGroup(*[mob.target for mob in pieces])
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if self.leave_ghost_vectors:
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self.add(start.copy().fade(0.7))
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return Transform(start, target, lag_ratio=0)
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def get_moving_mobject_movement(self, func):
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for m in self.moving_mobjects:
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if m.target is None:
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m.target = m.copy()
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target_point = func(m.get_center())
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m.target.move_to(target_point)
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return self.get_piece_movement(self.moving_mobjects)
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def get_vector_movement(self, func):
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for v in self.moving_vectors:
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v.target = Vector(func(v.get_end()), color=v.get_color())
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norm = get_norm(v.target.get_end())
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if norm < 0.1:
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v.target.get_tip().scale(norm)
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return self.get_piece_movement(self.moving_vectors)
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def get_transformable_label_movement(self):
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for l in self.transformable_labels:
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l.target = self.get_vector_label(
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l.vector.target, l.target_text, **l.kwargs
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)
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return self.get_piece_movement(self.transformable_labels)
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def apply_matrix(self, matrix, **kwargs):
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self.apply_transposed_matrix(np.array(matrix).T, **kwargs)
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def apply_inverse(self, matrix, **kwargs):
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self.apply_matrix(np.linalg.inv(matrix), **kwargs)
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def apply_transposed_matrix(self, transposed_matrix, **kwargs):
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func = self.get_transposed_matrix_transformation(transposed_matrix)
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if "path_arc" not in kwargs:
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net_rotation = np.mean([
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angle_of_vector(func(RIGHT)),
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angle_of_vector(func(UP)) - np.pi / 2
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])
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kwargs["path_arc"] = net_rotation
|
|
self.apply_function(func, **kwargs)
|
|
|
|
def apply_inverse_transpose(self, t_matrix, **kwargs):
|
|
t_inv = np.linalg.inv(np.array(t_matrix).T).T
|
|
self.apply_transposed_matrix(t_inv, **kwargs)
|
|
|
|
def apply_nonlinear_transformation(self, function, **kwargs):
|
|
self.plane.prepare_for_nonlinear_transform()
|
|
self.apply_function(function, **kwargs)
|
|
|
|
def apply_function(self, function, added_anims=[], **kwargs):
|
|
if "run_time" not in kwargs:
|
|
kwargs["run_time"] = 3
|
|
anims = [
|
|
ApplyPointwiseFunction(function, t_mob)
|
|
for t_mob in self.transformable_mobjects
|
|
] + [
|
|
self.get_vector_movement(function),
|
|
self.get_transformable_label_movement(),
|
|
self.get_moving_mobject_movement(function),
|
|
] + [
|
|
Animation(f_mob)
|
|
for f_mob in self.foreground_mobjects
|
|
] + added_anims
|
|
self.play(*anims, **kwargs)
|