Files
Grant Sanderson c7ef8404b7 Video work (#2356)
* Only use -no-pdf for xelatex rendering

* Instead of tracking du and dv points on surface, track points off the surface in the normal direction

This means that surface shading will not necessarily work well for arbitrary transformations of the surface. But the existing solution was flimsy anyway, and caused annoying issues with singularity points.

* Have density of anchor points on arcs depend on arc length

* Allow for specifying true normals and orientation of Sphere

* Change miter threshold on stroke shader

* Add get_start_and_end to DashedLine

* Add min_total_width option to DecimalNumber

* Have BackgroundRectangle.set_style absorb (and ignore) added configuration

Note, this feels suboptimal

* Add LineBrace

* Update font_size adjustment in Tex

* Add scale_factor parameter to BulletedList.fade_all_but

* Minor import tweaks

* Add play_sound

* Small if -> elif update

* Always use Group for FadeTransform

* Use time_spanned_alpha in ChangingDecimal

* Change priority of number_config vs. self.decimal_number_config in NumberLine init

* Fix clock animation

* Allow sample_coords to be passed into VectorField
2025-06-10 08:02:32 -07:00

215 lines
5.9 KiB
Python

from __future__ import annotations
import numpy as np
from manimlib.animation.animation import Animation
from manimlib.animation.transform import Transform
from manimlib.constants import ORIGIN
from manimlib.mobject.types.vectorized_mobject import VMobject
from manimlib.mobject.mobject import Group
from manimlib.utils.bezier import interpolate
from manimlib.utils.rate_functions import there_and_back
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Callable
from manimlib.mobject.mobject import Mobject
from manimlib.scene.scene import Scene
from manimlib.typing import Vect3
class Fade(Transform):
def __init__(
self,
mobject: Mobject,
shift: np.ndarray = ORIGIN,
scale: float = 1,
**kwargs
):
self.shift_vect = shift
self.scale_factor = scale
super().__init__(mobject, **kwargs)
class FadeIn(Fade):
def create_target(self) -> Mobject:
return self.mobject.copy()
def create_starting_mobject(self) -> Mobject:
start = super().create_starting_mobject()
start.set_opacity(0)
start.scale(1.0 / self.scale_factor)
start.shift(-self.shift_vect)
return start
class FadeOut(Fade):
def __init__(
self,
mobject: Mobject,
shift: Vect3 = ORIGIN,
remover: bool = True,
final_alpha_value: float = 0.0, # Put it back in original state when done,
**kwargs
):
super().__init__(
mobject, shift,
remover=remover,
final_alpha_value=final_alpha_value,
**kwargs
)
def create_target(self) -> Mobject:
result = self.mobject.copy()
result.set_opacity(0)
result.shift(self.shift_vect)
result.scale(self.scale_factor)
return result
class FadeInFromPoint(FadeIn):
def __init__(self, mobject: Mobject, point: Vect3, **kwargs):
super().__init__(
mobject,
shift=mobject.get_center() - point,
scale=np.inf,
**kwargs,
)
class FadeOutToPoint(FadeOut):
def __init__(self, mobject: Mobject, point: Vect3, **kwargs):
super().__init__(
mobject,
shift=point - mobject.get_center(),
scale=0,
**kwargs,
)
class FadeTransform(Transform):
def __init__(
self,
mobject: Mobject,
target_mobject: Mobject,
stretch: bool = True,
dim_to_match: int = 1,
**kwargs
):
self.to_add_on_completion = target_mobject
self.stretch = stretch
self.dim_to_match = dim_to_match
mobject.save_state()
super().__init__(Group(mobject, target_mobject.copy()), **kwargs)
def begin(self) -> None:
self.ending_mobject = self.mobject.copy()
Animation.begin(self)
# Both 'start' and 'end' consists of the source and target mobjects.
# At the start, the traget should be faded replacing the source,
# and at the end it should be the other way around.
start, end = self.starting_mobject, self.ending_mobject
for m0, m1 in ((start[1], start[0]), (end[0], end[1])):
self.ghost_to(m0, m1)
def ghost_to(self, source: Mobject, target: Mobject) -> None:
source.replace(target, stretch=self.stretch, dim_to_match=self.dim_to_match)
source.set_uniform(**target.get_uniforms())
source.set_opacity(0)
def get_all_mobjects(self) -> list[Mobject]:
return [
self.mobject,
self.starting_mobject,
self.ending_mobject,
]
def get_all_families_zipped(self) -> zip[tuple[Mobject]]:
return Animation.get_all_families_zipped(self)
def clean_up_from_scene(self, scene: Scene) -> None:
Animation.clean_up_from_scene(self, scene)
scene.remove(self.mobject)
self.mobject[0].restore()
if not self.remover:
scene.add(self.to_add_on_completion)
class FadeTransformPieces(FadeTransform):
def begin(self) -> None:
self.mobject[0].align_family(self.mobject[1])
super().begin()
def ghost_to(self, source: Mobject, target: Mobject) -> None:
for sm0, sm1 in zip(source.get_family(), target.get_family()):
super().ghost_to(sm0, sm1)
class VFadeIn(Animation):
"""
VFadeIn and VFadeOut only work for VMobjects,
"""
def __init__(self, vmobject: VMobject, suspend_mobject_updating: bool = False, **kwargs):
super().__init__(
vmobject,
suspend_mobject_updating=suspend_mobject_updating,
**kwargs
)
def interpolate_submobject(
self,
submob: VMobject,
start: VMobject,
alpha: float
) -> None:
submob.set_stroke(
opacity=interpolate(0, start.get_stroke_opacity(), alpha)
)
submob.set_fill(
opacity=interpolate(0, start.get_fill_opacity(), alpha)
)
class VFadeOut(VFadeIn):
def __init__(
self,
vmobject: VMobject,
remover: bool = True,
final_alpha_value: float = 0.0,
**kwargs
):
super().__init__(
vmobject,
remover=remover,
final_alpha_value=final_alpha_value,
**kwargs
)
def interpolate_submobject(
self,
submob: VMobject,
start: VMobject,
alpha: float
) -> None:
super().interpolate_submobject(submob, start, 1 - alpha)
class VFadeInThenOut(VFadeIn):
def __init__(
self,
vmobject: VMobject,
rate_func: Callable[[float], float] = there_and_back,
remover: bool = True,
final_alpha_value: float = 0.5,
**kwargs
):
super().__init__(
vmobject,
rate_func=rate_func,
remover=remover,
final_alpha_value=final_alpha_value,
**kwargs
)