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* Enable setting points to a null list, and adding one point at a time. * Add refresh_locked_data * Add presenter mode to scenes with -p option * Allow for an embed by hitting e during interaction * Add set_min_height, etc. * Make sure null parametric curve has at least one point * Account for edge case where \{ is used in Tex * Allow for logging notes in wait calls, useful for presenter mode * Simplify choose, and add gen_choose for fractional amounts * Default to no top on axes * Allow match_x, match_y, etc. to take in a point * Allow wait calls to ignore presenter mode * Just use math.combo, no caching with choose(n, r) * Use generator instead of list in bezier * Bubble init_colors should override * Account for "px" values read in from an svg * Stop displaying when writing is happening * Update the way Bubble override SVG colors
141 lines
4.4 KiB
Python
141 lines
4.4 KiB
Python
import inspect
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import sys
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import copy
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from manimlib.scene.scene import Scene
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from manimlib.config import get_custom_config
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from manimlib.logger import log
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class BlankScene(Scene):
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def construct(self):
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exec(get_custom_config()["universal_import_line"])
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self.embed()
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def is_child_scene(obj, module):
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if not inspect.isclass(obj):
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return False
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if not issubclass(obj, Scene):
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return False
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if obj == Scene:
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return False
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if not obj.__module__.startswith(module.__name__):
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return False
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return True
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def prompt_user_for_choice(scene_classes):
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name_to_class = {}
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max_digits = len(str(len(scene_classes)))
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for idx, scene_class in enumerate(scene_classes, start=1):
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name = scene_class.__name__
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print(f"{str(idx).zfill(max_digits)}: {name}")
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name_to_class[name] = scene_class
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try:
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user_input = input(
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"\nThat module has multiple scenes, "
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"which ones would you like to render?"
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"\nScene Name or Number: "
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)
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return [
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name_to_class[split_str] if not split_str.isnumeric() else scene_classes[int(split_str) - 1]
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for split_str in user_input.replace(" ", "").split(",")
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]
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except IndexError:
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log.error("Invalid scene number")
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sys.exit(2)
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except KeyError:
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log.error("Invalid scene name")
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sys.exit(2)
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except EOFError:
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sys.exit(1)
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def get_scene_config(config):
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return dict([
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(key, config[key])
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for key in [
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"window_config",
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"camera_config",
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"file_writer_config",
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"skip_animations",
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"start_at_animation_number",
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"end_at_animation_number",
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"leave_progress_bars",
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"preview",
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"presenter_mode",
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]
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])
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def compute_total_frames(scene_class, scene_config):
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"""
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When a scene is being written to file, a copy of the scene is run with
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skip_animations set to true so as to count how many frames it will require.
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This allows for a total progress bar on rendering, and also allows runtime
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errors to be exposed preemptively for long running scenes. The final frame
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is saved by default, so that one can more quickly check that the last frame
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looks as expected.
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"""
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pre_config = copy.deepcopy(scene_config)
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pre_config["file_writer_config"]["write_to_movie"] = False
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pre_config["file_writer_config"]["save_last_frame"] = True
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pre_config["file_writer_config"]["quiet"] = True
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pre_config["skip_animations"] = True
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pre_scene = scene_class(**pre_config)
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pre_scene.run()
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total_time = pre_scene.time - pre_scene.skip_time
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return int(total_time * scene_config["camera_config"]["frame_rate"])
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def get_scenes_to_render(scene_classes, scene_config, config):
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if config["write_all"]:
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return [sc(**scene_config) for sc in scene_classes]
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result = []
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for scene_name in config["scene_names"]:
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found = False
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for scene_class in scene_classes:
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if scene_class.__name__ == scene_name:
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fw_config = scene_config["file_writer_config"]
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if fw_config["write_to_movie"]:
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fw_config["total_frames"] = compute_total_frames(scene_class, scene_config)
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scene = scene_class(**scene_config)
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result.append(scene)
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found = True
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break
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if not found and (scene_name != ""):
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log.error(f"No scene named {scene_name} found")
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if result:
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return result
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if len(scene_classes) == 1:
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result = [scene_classes[0]]
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else:
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result = prompt_user_for_choice(scene_classes)
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return [scene_class(**scene_config) for scene_class in result]
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def get_scene_classes_from_module(module):
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if hasattr(module, "SCENES_IN_ORDER"):
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return module.SCENES_IN_ORDER
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else:
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return [
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member[1]
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for member in inspect.getmembers(
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module,
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lambda x: is_child_scene(x, module)
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)
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]
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def main(config):
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module = config["module"]
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scene_config = get_scene_config(config)
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if module is None:
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# If no module was passed in, just play the blank scene
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return [BlankScene(**scene_config)]
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all_scene_classes = get_scene_classes_from_module(module)
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scenes = get_scenes_to_render(all_scene_classes, scene_config, config)
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return scenes
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