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Clarify Mobject.needs_new_bounding_box is private
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@ -101,11 +101,11 @@ class Mobject(object):
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self.locked_data_keys: set[str] = set()
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self.const_data_keys: set[str] = set()
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self.locked_uniform_keys: set[str] = set()
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self.needs_new_bounding_box: bool = True
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self._is_animating: bool = False
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self.saved_state = None
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self.target = None
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self.bounding_box: Vect3Array = np.zeros((3, 3))
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self._is_animating: bool = False
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self._needs_new_bounding_box: bool = True
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self._shaders_initialized: bool = False
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self._data_has_changed: bool = True
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self.shader_code_replacements: dict[str, str] = dict()
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@ -331,9 +331,9 @@ class Mobject(object):
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return len(self.get_points()) > 0
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def get_bounding_box(self) -> Vect3Array:
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if self.needs_new_bounding_box:
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if self._needs_new_bounding_box:
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self.bounding_box[:] = self.compute_bounding_box()
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self.needs_new_bounding_box = False
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self._needs_new_bounding_box = False
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return self.bounding_box
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def compute_bounding_box(self) -> Vect3Array:
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@ -360,7 +360,7 @@ class Mobject(object):
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recurse_up: bool = True
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) -> Self:
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for mob in self.get_family(recurse_down):
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mob.needs_new_bounding_box = True
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mob._needs_new_bounding_box = True
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if recurse_up:
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for parent in self.parents:
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parent.refresh_bounding_box()
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@ -418,7 +418,7 @@ class Mobject(object):
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parent.assemble_family()
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return self
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def get_family(self, recurse: bool = True) -> list[Self]:
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def get_family(self, recurse: bool = True) -> list[Mobject]:
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if recurse:
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return self.family
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else:
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@ -744,7 +744,7 @@ class Mobject(object):
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sm1.texture_paths = sm2.texture_paths
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sm1.depth_test = sm2.depth_test
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sm1.render_primitive = sm2.render_primitive
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sm1.needs_new_bounding_box = sm2.needs_new_bounding_box
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sm1._needs_new_bounding_box = sm2._needs_new_bounding_box
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# Make sure named family members carry over
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for attr, value in list(mobject.__dict__.items()):
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if isinstance(value, Mobject) and value in family2:
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