Source code for manim.animation.composition

"""Tools for displaying multiple animations at once."""

from typing import TYPE_CHECKING, Callable, Optional, Sequence, Union

import numpy as np

from .._config import config
from ..animation.animation import Animation, prepare_animation
from ..mobject.mobject import Group, Mobject
from ..mobject.opengl_mobject import OpenGLGroup
from ..scene.scene import Scene
from ..utils.iterables import remove_list_redundancies
from ..utils.rate_functions import linear

    from ..mobject.types.opengl_vectorized_mobject import OpenGLVGroup
    from ..mobject.types.vectorized_mobject import VGroup

__all__ = ["AnimationGroup", "Succession", "LaggedStart", "LaggedStartMap"]


[docs]class AnimationGroup(Animation): def __init__( self, *animations: Animation, group: Union[Group, "VGroup", OpenGLGroup, "OpenGLVGroup"] = None, run_time: Optional[float] = None, rate_func: Callable[[float], float] = linear, lag_ratio: float = 0, **kwargs ) -> None: self.animations = [prepare_animation(anim) for anim in animations] = group if is None: mobjects = remove_list_redundancies( [anim.mobject for anim in self.animations] ) if config["renderer"] == "opengl": = OpenGLGroup(*mobjects) else: = Group(*mobjects) super().__init__(, rate_func=rate_func, lag_ratio=lag_ratio, **kwargs) self.run_time: float = self.init_run_time(run_time)
[docs] def get_all_mobjects(self) -> Sequence[Mobject]: return list(
[docs] def begin(self) -> None: for anim in self.animations: anim.begin()
[docs] def finish(self) -> None: for anim in self.animations: anim.finish()
[docs] def clean_up_from_scene(self, scene: Scene) -> None: for anim in self.animations: anim.clean_up_from_scene(scene)
[docs] def update_mobjects(self, dt: float) -> None: for anim in self.animations: anim.update_mobjects(dt)
def init_run_time(self, run_time) -> float: self.build_animations_with_timings() if self.anims_with_timings: self.max_end_time = np.max([awt[2] for awt in self.anims_with_timings]) else: self.max_end_time = 0 return self.max_end_time if run_time is None else run_time
[docs] def build_animations_with_timings(self) -> None: """ Creates a list of triplets of the form (anim, start_time, end_time) """ self.anims_with_timings = [] curr_time: float = 0 for anim in self.animations: start_time: float = curr_time end_time: float = start_time + anim.get_run_time() self.anims_with_timings.append((anim, start_time, end_time)) # Start time of next animation is based on the lag_ratio curr_time = (1 - self.lag_ratio) * start_time + self.lag_ratio * end_time
[docs] def interpolate(self, alpha: float) -> None: # Note, if the run_time of AnimationGroup has been # set to something other than its default, these # times might not correspond to actual times, # e.g. of the surrounding scene. Instead they'd # be a rescaled version. But that's okay! time = alpha * self.max_end_time for anim, start_time, end_time in self.anims_with_timings: anim_time = end_time - start_time if anim_time == 0: sub_alpha = 0 else: sub_alpha = np.clip((time - start_time) / anim_time, 0, 1) anim.interpolate(sub_alpha)
[docs]class Succession(AnimationGroup): def __init__(self, *animations: Animation, lag_ratio: float = 1, **kwargs) -> None: super().__init__(*animations, lag_ratio=lag_ratio, **kwargs)
[docs] def begin(self) -> None: assert len(self.animations) > 0 self.update_active_animation(0)
[docs] def finish(self) -> None: while self.active_animation is not None: self.next_animation()
[docs] def update_mobjects(self, dt: float) -> None: if self.active_animation: self.active_animation.update_mobjects(dt)
def update_active_animation(self, index: int) -> None: self.active_index = index if index >= len(self.animations): self.active_animation: Optional[Animation] = None self.active_start_time: Optional[float] = None self.active_end_time: Optional[float] = None else: self.active_animation = self.animations[index] self.active_animation.begin() self.active_start_time = self.anims_with_timings[index][1] self.active_end_time = self.anims_with_timings[index][2] def next_animation(self) -> None: if self.active_animation is not None: self.active_animation.finish() self.update_active_animation(self.active_index + 1)
[docs] def interpolate(self, alpha: float) -> None: current_time = alpha * self.run_time while self.active_end_time is not None and current_time >= self.active_end_time: self.next_animation() if self.active_animation is not None and self.active_start_time is not None: elapsed = current_time - self.active_start_time active_run_time = self.active_animation.get_run_time() subalpha = elapsed / active_run_time if active_run_time != 0.0 else 1.0 self.active_animation.interpolate(subalpha)
[docs]class LaggedStart(AnimationGroup): def __init__( self, *animations: Animation, lag_ratio: float = DEFAULT_LAGGED_START_LAG_RATIO, **kwargs ): super().__init__(*animations, lag_ratio=lag_ratio, **kwargs)
[docs]class LaggedStartMap(LaggedStart): def __init__( self, AnimationClass: Callable[..., Animation], mobject: Mobject, arg_creator: Callable[[Mobject], str] = None, run_time: float = 2, **kwargs ) -> None: args_list = [] for submob in mobject: if arg_creator: args_list.append(arg_creator(submob)) else: args_list.append((submob,)) anim_kwargs = dict(kwargs) if "lag_ratio" in anim_kwargs: anim_kwargs.pop("lag_ratio") animations = [AnimationClass(*args, **anim_kwargs) for args in args_list] super().__init__(*animations, run_time=run_time, **kwargs)