"""Basic canvas for animations."""
from __future__ import annotations
__all__ = ["Scene"]
import copy
import datetime
import inspect
import platform
import random
import threading
import time
import types
from queue import Queue
from typing import Callable
import srt
from manim.scene.section import DefaultSectionType
try:
import dearpygui.dearpygui as dpg
dearpygui_imported = True
except ImportError:
dearpygui_imported = False
import numpy as np
from tqdm import tqdm
from watchdog.events import FileSystemEventHandler
from watchdog.observers import Observer
from manim.mobject.mobject import Mobject
from manim.mobject.opengl.opengl_mobject import OpenGLPoint
from .. import config, logger
from ..animation.animation import Animation, Wait, prepare_animation
from ..camera.camera import Camera
from ..constants import *
from ..gui.gui import configure_pygui
from ..renderer.cairo_renderer import CairoRenderer
from ..renderer.opengl_renderer import OpenGLRenderer
from ..renderer.shader import Object3D
from ..utils import opengl, space_ops
from ..utils.exceptions import EndSceneEarlyException, RerunSceneException
from ..utils.family import extract_mobject_family_members
from ..utils.family_ops import restructure_list_to_exclude_certain_family_members
from ..utils.file_ops import open_media_file
from ..utils.iterables import list_difference_update, list_update
[docs]class RerunSceneHandler(FileSystemEventHandler):
"""A class to handle rerunning a Scene after the input file is modified."""
def __init__(self, queue):
super().__init__()
self.queue = queue
[docs] def on_modified(self, event):
self.queue.put(("rerun_file", [], {}))
[docs]class Scene:
"""A Scene is the canvas of your animation.
The primary role of :class:`Scene` is to provide the user with tools to manage
mobjects and animations. Generally speaking, a manim script consists of a class
that derives from :class:`Scene` whose :meth:`Scene.construct` method is overridden
by the user's code.
Mobjects are displayed on screen by calling :meth:`Scene.add` and removed from
screen by calling :meth:`Scene.remove`. All mobjects currently on screen are kept
in :attr:`Scene.mobjects`. Animations are played by calling :meth:`Scene.play`.
A :class:`Scene` is rendered internally by calling :meth:`Scene.render`. This in
turn calls :meth:`Scene.setup`, :meth:`Scene.construct`, and
:meth:`Scene.tear_down`, in that order.
It is not recommended to override the ``__init__`` method in user Scenes. For code
that should be ran before a Scene is rendered, use :meth:`Scene.setup` instead.
Examples
--------
Override the :meth:`Scene.construct` method with your code.
.. code-block:: python
class MyScene(Scene):
def construct(self):
self.play(Write(Text("Hello World!")))
"""
def __init__(
self,
renderer=None,
camera_class=Camera,
always_update_mobjects=False,
random_seed=None,
skip_animations=False,
):
self.camera_class = camera_class
self.always_update_mobjects = always_update_mobjects
self.random_seed = random_seed
self.skip_animations = skip_animations
self.animations = None
self.stop_condition = None
self.moving_mobjects = []
self.static_mobjects = []
self.time_progression = None
self.duration = None
self.last_t = None
self.queue = Queue()
self.skip_animation_preview = False
self.meshes = []
self.camera_target = ORIGIN
self.widgets = []
self.dearpygui_imported = dearpygui_imported
self.updaters = []
self.point_lights = []
self.ambient_light = None
self.key_to_function_map = {}
self.mouse_press_callbacks = []
self.interactive_mode = False
if config.renderer == RendererType.OPENGL:
# Items associated with interaction
self.mouse_point = OpenGLPoint()
self.mouse_drag_point = OpenGLPoint()
if renderer is None:
renderer = OpenGLRenderer()
if renderer is None:
self.renderer = CairoRenderer(
camera_class=self.camera_class,
skip_animations=self.skip_animations,
)
else:
self.renderer = renderer
self.renderer.init_scene(self)
self.mobjects = []
# TODO, remove need for foreground mobjects
self.foreground_mobjects = []
if self.random_seed is not None:
random.seed(self.random_seed)
np.random.seed(self.random_seed)
@property
def camera(self):
return self.renderer.camera
def __deepcopy__(self, clone_from_id):
cls = self.__class__
result = cls.__new__(cls)
clone_from_id[id(self)] = result
for k, v in self.__dict__.items():
if k in ["renderer", "time_progression"]:
continue
if k == "camera_class":
setattr(result, k, v)
setattr(result, k, copy.deepcopy(v, clone_from_id))
result.mobject_updater_lists = []
# Update updaters
for mobject in self.mobjects:
cloned_updaters = []
for updater in mobject.updaters:
# Make the cloned updater use the cloned Mobjects as free variables
# rather than the original ones. Analyzing function bytecode with the
# dis module will help in understanding this.
# https://docs.python.org/3/library/dis.html
# TODO: Do the same for function calls recursively.
free_variable_map = inspect.getclosurevars(updater).nonlocals
cloned_co_freevars = []
cloned_closure = []
for free_variable_name in updater.__code__.co_freevars:
free_variable_value = free_variable_map[free_variable_name]
# If the referenced variable has not been cloned, raise.
if id(free_variable_value) not in clone_from_id:
raise Exception(
f"{free_variable_name} is referenced from an updater "
"but is not an attribute of the Scene, which isn't "
"allowed.",
)
# Add the cloned object's name to the free variable list.
cloned_co_freevars.append(free_variable_name)
# Add a cell containing the cloned object's reference to the
# closure list.
cloned_closure.append(
types.CellType(clone_from_id[id(free_variable_value)]),
)
cloned_updater = types.FunctionType(
updater.__code__.replace(co_freevars=tuple(cloned_co_freevars)),
updater.__globals__,
updater.__name__,
updater.__defaults__,
tuple(cloned_closure),
)
cloned_updaters.append(cloned_updater)
mobject_clone = clone_from_id[id(mobject)]
mobject_clone.updaters = cloned_updaters
if len(cloned_updaters) > 0:
result.mobject_updater_lists.append((mobject_clone, cloned_updaters))
return result
[docs] def render(self, preview: bool = False):
"""
Renders this Scene.
Parameters
---------
preview
If true, opens scene in a file viewer.
"""
self.setup()
try:
self.construct()
except EndSceneEarlyException:
pass
except RerunSceneException as e:
self.remove(*self.mobjects)
self.renderer.clear_screen()
self.renderer.num_plays = 0
return True
self.tear_down()
# We have to reset these settings in case of multiple renders.
self.renderer.scene_finished(self)
# Show info only if animations are rendered or to get image
if (
self.renderer.num_plays
or config["format"] == "png"
or config["save_last_frame"]
):
logger.info(
f"Rendered {str(self)}\nPlayed {self.renderer.num_plays} animations",
)
# If preview open up the render after rendering.
if preview:
config["preview"] = True
if config["preview"] or config["show_in_file_browser"]:
open_media_file(self.renderer.file_writer)
[docs] def setup(self):
"""
This is meant to be implemented by any scenes which
are commonly subclassed, and have some common setup
involved before the construct method is called.
"""
pass
[docs] def tear_down(self):
"""
This is meant to be implemented by any scenes which
are commonly subclassed, and have some common method
to be invoked before the scene ends.
"""
pass
[docs] def construct(self):
"""Add content to the Scene.
From within :meth:`Scene.construct`, display mobjects on screen by calling
:meth:`Scene.add` and remove them from screen by calling :meth:`Scene.remove`.
All mobjects currently on screen are kept in :attr:`Scene.mobjects`. Play
animations by calling :meth:`Scene.play`.
Notes
-----
Initialization code should go in :meth:`Scene.setup`. Termination code should
go in :meth:`Scene.tear_down`.
Examples
--------
A typical manim script includes a class derived from :class:`Scene` with an
overridden :meth:`Scene.contruct` method:
.. code-block:: python
class MyScene(Scene):
def construct(self):
self.play(Write(Text("Hello World!")))
See Also
--------
:meth:`Scene.setup`
:meth:`Scene.render`
:meth:`Scene.tear_down`
"""
pass # To be implemented in subclasses
[docs] def next_section(
self,
name: str = "unnamed",
type: str = DefaultSectionType.NORMAL,
skip_animations: bool = False,
) -> None:
"""Create separation here; the last section gets finished and a new one gets created.
``skip_animations`` skips the rendering of all animations in this section.
Refer to :doc:`the documentation</tutorials/output_and_config>` on how to use sections.
"""
self.renderer.file_writer.next_section(name, type, skip_animations)
def __str__(self):
return self.__class__.__name__
[docs] def get_attrs(self, *keys: str):
"""
Gets attributes of a scene given the attribute's identifier/name.
Parameters
----------
*keys
Name(s) of the argument(s) to return the attribute of.
Returns
-------
list
List of attributes of the passed identifiers.
"""
return [getattr(self, key) for key in keys]
[docs] def update_mobjects(self, dt: float):
"""
Begins updating all mobjects in the Scene.
Parameters
----------
dt
Change in time between updates. Defaults (mostly) to 1/frames_per_second
"""
for mobject in self.mobjects:
mobject.update(dt)
def update_meshes(self, dt):
for obj in self.meshes:
for mesh in obj.get_family():
mesh.update(dt)
[docs] def update_self(self, dt: float):
"""Run all scene updater functions.
Among all types of update functions (mobject updaters, mesh updaters,
scene updaters), scene update functions are called last.
Parameters
----------
dt
Scene time since last update.
See Also
--------
:meth:`.Scene.add_updater`
:meth:`.Scene.remove_updater`
"""
for func in self.updaters:
func(dt)
[docs] def should_update_mobjects(self) -> bool:
"""
Returns True if the mobjects of this scene should be updated.
In particular, this checks whether
- the :attr:`always_update_mobjects` attribute of :class:`.Scene`
is set to ``True``,
- the :class:`.Scene` itself has time-based updaters attached,
- any mobject in this :class:`.Scene` has time-based updaters attached.
This is only called when a single Wait animation is played.
"""
wait_animation = self.animations[0]
if wait_animation.is_static_wait is None:
should_update = (
self.always_update_mobjects
or self.updaters
or wait_animation.stop_condition is not None
or any(
[
mob.has_time_based_updater()
for mob in self.get_mobject_family_members()
],
)
)
wait_animation.is_static_wait = not should_update
return not wait_animation.is_static_wait
[docs] def get_top_level_mobjects(self):
"""
Returns all mobjects which are not submobjects.
Returns
-------
list
List of top level mobjects.
"""
# Return only those which are not in the family
# of another mobject from the scene
families = [m.get_family() for m in self.mobjects]
def is_top_level(mobject):
num_families = sum((mobject in family) for family in families)
return num_families == 1
return list(filter(is_top_level, self.mobjects))
[docs] def get_mobject_family_members(self):
"""
Returns list of family-members of all mobjects in scene.
If a Circle() and a VGroup(Rectangle(),Triangle()) were added,
it returns not only the Circle(), Rectangle() and Triangle(), but
also the VGroup() object.
Returns
-------
list
List of mobject family members.
"""
if config.renderer == RendererType.OPENGL:
family_members = []
for mob in self.mobjects:
family_members.extend(mob.get_family())
return family_members
elif config.renderer == RendererType.CAIRO:
return extract_mobject_family_members(
self.mobjects,
use_z_index=self.renderer.camera.use_z_index,
)
[docs] def add(self, *mobjects: Mobject):
"""
Mobjects will be displayed, from background to
foreground in the order with which they are added.
Parameters
---------
*mobjects
Mobjects to add.
Returns
-------
Scene
The same scene after adding the Mobjects in.
"""
if config.renderer == RendererType.OPENGL:
new_mobjects = []
new_meshes = []
for mobject_or_mesh in mobjects:
if isinstance(mobject_or_mesh, Object3D):
new_meshes.append(mobject_or_mesh)
else:
new_mobjects.append(mobject_or_mesh)
self.remove(*new_mobjects)
self.mobjects += new_mobjects
self.remove(*new_meshes)
self.meshes += new_meshes
elif config.renderer == RendererType.CAIRO:
mobjects = [*mobjects, *self.foreground_mobjects]
self.restructure_mobjects(to_remove=mobjects)
self.mobjects += mobjects
if self.moving_mobjects:
self.restructure_mobjects(
to_remove=mobjects,
mobject_list_name="moving_mobjects",
)
self.moving_mobjects += mobjects
return self
def add_mobjects_from_animations(self, animations):
curr_mobjects = self.get_mobject_family_members()
for animation in animations:
if animation.is_introducer():
continue
# Anything animated that's not already in the
# scene gets added to the scene
mob = animation.mobject
if mob is not None and mob not in curr_mobjects:
self.add(mob)
curr_mobjects += mob.get_family()
[docs] def remove(self, *mobjects: Mobject):
"""
Removes mobjects in the passed list of mobjects
from the scene and the foreground, by removing them
from "mobjects" and "foreground_mobjects"
Parameters
----------
*mobjects
The mobjects to remove.
"""
if config.renderer == RendererType.OPENGL:
mobjects_to_remove = []
meshes_to_remove = set()
for mobject_or_mesh in mobjects:
if isinstance(mobject_or_mesh, Object3D):
meshes_to_remove.add(mobject_or_mesh)
else:
mobjects_to_remove.append(mobject_or_mesh)
self.mobjects = restructure_list_to_exclude_certain_family_members(
self.mobjects,
mobjects_to_remove,
)
self.meshes = list(
filter(lambda mesh: mesh not in set(meshes_to_remove), self.meshes),
)
return self
elif config.renderer == RendererType.CAIRO:
for list_name in "mobjects", "foreground_mobjects":
self.restructure_mobjects(mobjects, list_name, False)
return self
[docs] def replace(self, old_mobject: Mobject, new_mobject: Mobject) -> None:
"""Replace one mobject in the scene with another, preserving draw order.
If ``old_mobject`` is a submobject of some other Mobject (e.g. a
:class:`.Group`), the new_mobject will replace it inside the group,
without otherwise changing the parent mobject.
Parameters
----------
old_mobject
The mobject to be replaced. Must be present in the scene.
new_mobject
A mobject which must not already be in the scene.
"""
if old_mobject is None or new_mobject is None:
raise ValueError("Specified mobjects cannot be None")
def replace_in_list(
mobj_list: list[Mobject], old_m: Mobject, new_m: Mobject
) -> bool:
# We use breadth-first search because some Mobjects get very deep and
# we expect top-level elements to be the most common targets for replace.
for i in range(0, len(mobj_list)):
# Is this the old mobject?
if mobj_list[i] == old_m:
# If so, write the new object to the same spot and stop looking.
mobj_list[i] = new_m
return True
# Now check all the children of all these mobs.
for mob in mobj_list: # noqa: SIM110
if replace_in_list(mob.submobjects, old_m, new_m):
# If we found it in a submobject, stop looking.
return True
# If we did not find the mobject in the mobject list or any submobjects,
# (or the list was empty), indicate we did not make the replacement.
return False
# Make use of short-circuiting conditionals to check mobjects and then
# foreground_mobjects
replaced = replace_in_list(
self.mobjects, old_mobject, new_mobject
) or replace_in_list(self.foreground_mobjects, old_mobject, new_mobject)
if not replaced:
raise ValueError(f"Could not find {old_mobject} in scene")
[docs] def add_updater(self, func: Callable[[float], None]) -> None:
"""Add an update function to the scene.
The scene updater functions are run every frame,
and they are the last type of updaters to run.
.. WARNING::
When using the Cairo renderer, scene updaters that
modify mobjects are not detected in the same way
that mobject updaters are. To be more concrete,
a mobject only modified via a scene updater will
not necessarily be added to the list of *moving
mobjects* and thus might not be updated every frame.
TL;DR: Use mobject updaters to update mobjects.
Parameters
----------
func
The updater function. It takes a float, which is the
time difference since the last update (usually equal
to the frame rate).
See also
--------
:meth:`.Scene.remove_updater`
:meth:`.Scene.update_self`
"""
self.updaters.append(func)
[docs] def remove_updater(self, func: Callable[[float], None]) -> None:
"""Remove an update function from the scene.
Parameters
----------
func
The updater function to be removed.
See also
--------
:meth:`.Scene.add_updater`
:meth:`.Scene.update_self`
"""
self.updaters = [f for f in self.updaters if f is not func]
[docs] def restructure_mobjects(
self,
to_remove: Mobject,
mobject_list_name: str = "mobjects",
extract_families: bool = True,
):
"""
tl:wr
If your scene has a Group(), and you removed a mobject from the Group,
this dissolves the group and puts the rest of the mobjects directly
in self.mobjects or self.foreground_mobjects.
In cases where the scene contains a group, e.g. Group(m1, m2, m3), but one
of its submobjects is removed, e.g. scene.remove(m1), the list of mobjects
will be edited to contain other submobjects, but not m1, e.g. it will now
insert m2 and m3 to where the group once was.
Parameters
----------
to_remove
The Mobject to remove.
mobject_list_name
The list of mobjects ("mobjects", "foreground_mobjects" etc) to remove from.
extract_families
Whether the mobject's families should be recursively extracted.
Returns
-------
Scene
The Scene mobject with restructured Mobjects.
"""
if extract_families:
to_remove = extract_mobject_family_members(
to_remove,
use_z_index=self.renderer.camera.use_z_index,
)
_list = getattr(self, mobject_list_name)
new_list = self.get_restructured_mobject_list(_list, to_remove)
setattr(self, mobject_list_name, new_list)
return self
[docs] def get_restructured_mobject_list(self, mobjects: list, to_remove: list):
"""
Given a list of mobjects and a list of mobjects to be removed, this
filters out the removable mobjects from the list of mobjects.
Parameters
----------
mobjects
The Mobjects to check.
to_remove
The list of mobjects to remove.
Returns
-------
list
The list of mobjects with the mobjects to remove removed.
"""
new_mobjects = []
def add_safe_mobjects_from_list(list_to_examine, set_to_remove):
for mob in list_to_examine:
if mob in set_to_remove:
continue
intersect = set_to_remove.intersection(mob.get_family())
if intersect:
add_safe_mobjects_from_list(mob.submobjects, intersect)
else:
new_mobjects.append(mob)
add_safe_mobjects_from_list(mobjects, set(to_remove))
return new_mobjects
# TODO, remove this, and calls to this
[docs] def add_foreground_mobjects(self, *mobjects: Mobject):
"""
Adds mobjects to the foreground, and internally to the list
foreground_mobjects, and mobjects.
Parameters
----------
*mobjects
The Mobjects to add to the foreground.
Returns
------
Scene
The Scene, with the foreground mobjects added.
"""
self.foreground_mobjects = list_update(self.foreground_mobjects, mobjects)
self.add(*mobjects)
return self
[docs] def add_foreground_mobject(self, mobject: Mobject):
"""
Adds a single mobject to the foreground, and internally to the list
foreground_mobjects, and mobjects.
Parameters
----------
mobject
The Mobject to add to the foreground.
Returns
------
Scene
The Scene, with the foreground mobject added.
"""
return self.add_foreground_mobjects(mobject)
[docs] def remove_foreground_mobjects(self, *to_remove: Mobject):
"""
Removes mobjects from the foreground, and internally from the list
foreground_mobjects.
Parameters
----------
*to_remove
The mobject(s) to remove from the foreground.
Returns
------
Scene
The Scene, with the foreground mobjects removed.
"""
self.restructure_mobjects(to_remove, "foreground_mobjects")
return self
[docs] def remove_foreground_mobject(self, mobject: Mobject):
"""
Removes a single mobject from the foreground, and internally from the list
foreground_mobjects.
Parameters
----------
mobject
The mobject to remove from the foreground.
Returns
------
Scene
The Scene, with the foreground mobject removed.
"""
return self.remove_foreground_mobjects(mobject)
[docs] def bring_to_front(self, *mobjects: Mobject):
"""
Adds the passed mobjects to the scene again,
pushing them to he front of the scene.
Parameters
----------
*mobjects
The mobject(s) to bring to the front of the scene.
Returns
------
Scene
The Scene, with the mobjects brought to the front
of the scene.
"""
self.add(*mobjects)
return self
[docs] def bring_to_back(self, *mobjects: Mobject):
"""
Removes the mobject from the scene and
adds them to the back of the scene.
Parameters
----------
*mobjects
The mobject(s) to push to the back of the scene.
Returns
------
Scene
The Scene, with the mobjects pushed to the back
of the scene.
"""
self.remove(*mobjects)
self.mobjects = list(mobjects) + self.mobjects
return self
[docs] def clear(self):
"""
Removes all mobjects present in self.mobjects
and self.foreground_mobjects from the scene.
Returns
------
Scene
The Scene, with all of its mobjects in
self.mobjects and self.foreground_mobjects
removed.
"""
self.mobjects = []
self.foreground_mobjects = []
return self
[docs] def get_moving_mobjects(self, *animations: Animation):
"""
Gets all moving mobjects in the passed animation(s).
Parameters
----------
*animations
The animations to check for moving mobjects.
Returns
------
list
The list of mobjects that could be moving in
the Animation(s)
"""
# Go through mobjects from start to end, and
# as soon as there's one that needs updating of
# some kind per frame, return the list from that
# point forward.
animation_mobjects = [anim.mobject for anim in animations]
mobjects = self.get_mobject_family_members()
for i, mob in enumerate(mobjects):
update_possibilities = [
mob in animation_mobjects,
len(mob.get_family_updaters()) > 0,
mob in self.foreground_mobjects,
]
if any(update_possibilities):
return mobjects[i:]
return []
def get_moving_and_static_mobjects(self, animations):
all_mobjects = list_update(self.mobjects, self.foreground_mobjects)
all_mobject_families = extract_mobject_family_members(
all_mobjects,
use_z_index=self.renderer.camera.use_z_index,
only_those_with_points=True,
)
moving_mobjects = self.get_moving_mobjects(*animations)
all_moving_mobject_families = extract_mobject_family_members(
moving_mobjects,
use_z_index=self.renderer.camera.use_z_index,
)
static_mobjects = list_difference_update(
all_mobject_families,
all_moving_mobject_families,
)
return all_moving_mobject_families, static_mobjects
[docs] def compile_animations(self, *args: Animation, **kwargs):
"""
Creates _MethodAnimations from any _AnimationBuilders and updates animation
kwargs with kwargs passed to play().
Parameters
----------
*args
Animations to be played.
**kwargs
Configuration for the call to play().
Returns
-------
Tuple[:class:`Animation`]
Animations to be played.
"""
animations = []
for arg in args:
try:
animations.append(prepare_animation(arg))
except TypeError:
if inspect.ismethod(arg):
raise TypeError(
"Passing Mobject methods to Scene.play is no longer"
" supported. Use Mobject.animate instead.",
)
else:
raise TypeError(
f"Unexpected argument {arg} passed to Scene.play().",
)
for animation in animations:
for k, v in kwargs.items():
setattr(animation, k, v)
return animations
def _get_animation_time_progression(
self, animations: list[Animation], duration: float
):
"""
You will hardly use this when making your own animations.
This method is for Manim's internal use.
Uses :func:`~.get_time_progression` to obtain a
CommandLine ProgressBar whose ``fill_time`` is
dependent on the qualities of the passed Animation,
Parameters
----------
animations
The list of animations to get
the time progression for.
duration
duration of wait time
Returns
-------
time_progression
The CommandLine Progress Bar.
"""
if len(animations) == 1 and isinstance(animations[0], Wait):
stop_condition = animations[0].stop_condition
if stop_condition is not None:
time_progression = self.get_time_progression(
duration,
f"Waiting for {stop_condition.__name__}",
n_iterations=-1, # So it doesn't show % progress
override_skip_animations=True,
)
else:
time_progression = self.get_time_progression(
duration,
f"Waiting {self.renderer.num_plays}",
)
else:
time_progression = self.get_time_progression(
duration,
"".join(
[
f"Animation {self.renderer.num_plays}: ",
str(animations[0]),
(", etc." if len(animations) > 1 else ""),
],
),
)
return time_progression
[docs] def get_time_progression(
self,
run_time: float,
description,
n_iterations: int | None = None,
override_skip_animations: bool = False,
):
"""
You will hardly use this when making your own animations.
This method is for Manim's internal use.
Returns a CommandLine ProgressBar whose ``fill_time``
is dependent on the ``run_time`` of an animation,
the iterations to perform in that animation
and a bool saying whether or not to consider
the skipped animations.
Parameters
----------
run_time
The ``run_time`` of the animation.
n_iterations
The number of iterations in the animation.
override_skip_animations
Whether or not to show skipped animations in the progress bar.
Returns
-------
time_progression
The CommandLine Progress Bar.
"""
if self.renderer.skip_animations and not override_skip_animations:
times = [run_time]
else:
step = 1 / config["frame_rate"]
times = np.arange(0, run_time, step)
time_progression = tqdm(
times,
desc=description,
total=n_iterations,
leave=config["progress_bar"] == "leave",
ascii=True if platform.system() == "Windows" else None,
disable=config["progress_bar"] == "none",
)
return time_progression
[docs] def get_run_time(self, animations: list[Animation]):
"""
Gets the total run time for a list of animations.
Parameters
----------
animations
A list of the animations whose total
``run_time`` is to be calculated.
Returns
-------
float
The total ``run_time`` of all of the animations in the list.
"""
if len(animations) == 1 and isinstance(animations[0], Wait):
return animations[0].duration
else:
return np.max([animation.run_time for animation in animations])
[docs] def play(
self,
*args,
subcaption=None,
subcaption_duration=None,
subcaption_offset=0,
**kwargs,
):
r"""Plays an animation in this scene.
Parameters
----------
args
Animations to be played.
subcaption
The content of the external subcaption that should
be added during the animation.
subcaption_duration
The duration for which the specified subcaption is
added. If ``None`` (the default), the run time of the
animation is taken.
subcaption_offset
An offset (in seconds) for the start time of the
added subcaption.
kwargs
All other keywords are passed to the renderer.
"""
# If we are in interactive embedded mode, make sure this is running on the main thread (required for OpenGL)
if (
self.interactive_mode
and config.renderer == RendererType.OPENGL
and threading.current_thread().name != "MainThread"
):
kwargs.update(
{
"subcaption": subcaption,
"subcaption_duration": subcaption_duration,
"subcaption_offset": subcaption_offset,
}
)
self.queue.put(
(
"play",
args,
kwargs,
)
)
return
start_time = self.renderer.time
self.renderer.play(self, *args, **kwargs)
run_time = self.renderer.time - start_time
if subcaption:
if subcaption_duration is None:
subcaption_duration = run_time
# The start of the subcaption needs to be offset by the
# run_time of the animation because it is added after
# the animation has already been played (and Scene.renderer.time
# has already been updated).
self.add_subcaption(
content=subcaption,
duration=subcaption_duration,
offset=-run_time + subcaption_offset,
)
[docs] def wait(
self,
duration: float = DEFAULT_WAIT_TIME,
stop_condition: Callable[[], bool] | None = None,
frozen_frame: bool | None = None,
):
"""Plays a "no operation" animation.
Parameters
----------
duration
The run time of the animation.
stop_condition
A function without positional arguments that is evaluated every time
a frame is rendered. The animation only stops when the return value
of the function is truthy, or when the time specified in ``duration``
passes.
frozen_frame
If True, updater functions are not evaluated, and the animation outputs
a frozen frame. If False, updater functions are called and frames
are rendered as usual. If None (the default), the scene tries to
determine whether or not the frame is frozen on its own.
See also
--------
:class:`.Wait`, :meth:`.should_mobjects_update`
"""
self.play(
Wait(
run_time=duration,
stop_condition=stop_condition,
frozen_frame=frozen_frame,
)
)
[docs] def pause(self, duration: float = DEFAULT_WAIT_TIME):
"""Pauses the scene (i.e., displays a frozen frame).
This is an alias for :meth:`.wait` with ``frozen_frame``
set to ``True``.
Parameters
----------
duration
The duration of the pause.
See also
--------
:meth:`.wait`, :class:`.Wait`
"""
self.wait(duration=duration, frozen_frame=True)
[docs] def wait_until(self, stop_condition: Callable[[], bool], max_time: float = 60):
"""Wait until a condition is satisfied, up to a given maximum duration.
Parameters
----------
stop_condition
A function with no arguments that determines whether or not the
scene should keep waiting.
max_time
The maximum wait time in seconds.
"""
self.wait(max_time, stop_condition=stop_condition)
[docs] def compile_animation_data(self, *animations: Animation, **play_kwargs):
"""Given a list of animations, compile the corresponding
static and moving mobjects, and gather the animation durations.
This also begins the animations.
Parameters
----------
animations
Animation or mobject with mobject method and params
play_kwargs
Named parameters affecting what was passed in ``animations``,
e.g. ``run_time``, ``lag_ratio`` and so on.
Returns
-------
self, None
None if there is nothing to play, or self otherwise.
"""
# NOTE TODO : returns statement of this method are wrong. It should return nothing, as it makes a little sense to get any information from this method.
# The return are kept to keep webgl renderer from breaking.
if len(animations) == 0:
raise ValueError("Called Scene.play with no animations")
self.animations = self.compile_animations(*animations, **play_kwargs)
self.add_mobjects_from_animations(self.animations)
self.last_t = 0
self.stop_condition = None
self.moving_mobjects = []
self.static_mobjects = []
if len(self.animations) == 1 and isinstance(self.animations[0], Wait):
if self.should_update_mobjects():
self.update_mobjects(dt=0) # Any problems with this?
self.stop_condition = self.animations[0].stop_condition
else:
self.duration = self.animations[0].duration
# Static image logic when the wait is static is done by the renderer, not here.
self.animations[0].is_static_wait = True
return None
self.duration = self.get_run_time(self.animations)
return self
[docs] def begin_animations(self) -> None:
"""Start the animations of the scene."""
for animation in self.animations:
animation._setup_scene(self)
animation.begin()
if config.renderer == RendererType.CAIRO:
# Paint all non-moving objects onto the screen, so they don't
# have to be rendered every frame
(
self.moving_mobjects,
self.static_mobjects,
) = self.get_moving_and_static_mobjects(self.animations)
[docs] def is_current_animation_frozen_frame(self) -> bool:
"""Returns whether the current animation produces a static frame (generally a Wait)."""
return (
isinstance(self.animations[0], Wait)
and len(self.animations) == 1
and self.animations[0].is_static_wait
)
[docs] def play_internal(self, skip_rendering: bool = False):
"""
This method is used to prep the animations for rendering,
apply the arguments and parameters required to them,
render them, and write them to the video file.
Parameters
----------
skip_rendering
Whether the rendering should be skipped, by default False
"""
self.duration = self.get_run_time(self.animations)
self.time_progression = self._get_animation_time_progression(
self.animations,
self.duration,
)
for t in self.time_progression:
self.update_to_time(t)
if not skip_rendering and not self.skip_animation_preview:
self.renderer.render(self, t, self.moving_mobjects)
if self.stop_condition is not None and self.stop_condition():
self.time_progression.close()
break
for animation in self.animations:
animation.finish()
animation.clean_up_from_scene(self)
if not self.renderer.skip_animations:
self.update_mobjects(0)
self.renderer.static_image = None
# Closing the progress bar at the end of the play.
self.time_progression.close()
def check_interactive_embed_is_valid(self):
if config["force_window"]:
return True
if self.skip_animation_preview:
logger.warning(
"Disabling interactive embed as 'skip_animation_preview' is enabled",
)
return False
elif config["write_to_movie"]:
logger.warning("Disabling interactive embed as 'write_to_movie' is enabled")
return False
elif config["format"]:
logger.warning(
"Disabling interactive embed as '--format' is set as "
+ config["format"],
)
return False
elif not self.renderer.window:
logger.warning("Disabling interactive embed as no window was created")
return False
elif config.dry_run:
logger.warning("Disabling interactive embed as dry_run is enabled")
return False
return True
[docs] def interactive_embed(self):
"""
Like embed(), but allows for screen interaction.
"""
if not self.check_interactive_embed_is_valid():
return
self.interactive_mode = True
def ipython(shell, namespace):
import manim.opengl
def load_module_into_namespace(module, namespace):
for name in dir(module):
namespace[name] = getattr(module, name)
load_module_into_namespace(manim, namespace)
load_module_into_namespace(manim.opengl, namespace)
def embedded_rerun(*args, **kwargs):
self.queue.put(("rerun_keyboard", args, kwargs))
shell.exiter()
namespace["rerun"] = embedded_rerun
shell(local_ns=namespace)
self.queue.put(("exit_keyboard", [], {}))
def get_embedded_method(method_name):
return lambda *args, **kwargs: self.queue.put((method_name, args, kwargs))
local_namespace = inspect.currentframe().f_back.f_locals
for method in ("play", "wait", "add", "remove"):
embedded_method = get_embedded_method(method)
# Allow for calling scene methods without prepending 'self.'.
local_namespace[method] = embedded_method
from IPython.terminal.embed import InteractiveShellEmbed
from traitlets.config import Config
cfg = Config()
cfg.TerminalInteractiveShell.confirm_exit = False
shell = InteractiveShellEmbed(config=cfg)
keyboard_thread = threading.Thread(
target=ipython,
args=(shell, local_namespace),
)
# run as daemon to kill thread when main thread exits
if not shell.pt_app:
keyboard_thread.daemon = True
keyboard_thread.start()
if self.dearpygui_imported and config["enable_gui"]:
if not dpg.is_dearpygui_running():
gui_thread = threading.Thread(
target=configure_pygui,
args=(self.renderer, self.widgets),
kwargs={"update": False},
)
gui_thread.start()
else:
configure_pygui(self.renderer, self.widgets, update=True)
self.camera.model_matrix = self.camera.default_model_matrix
self.interact(shell, keyboard_thread)
def interact(self, shell, keyboard_thread):
event_handler = RerunSceneHandler(self.queue)
file_observer = Observer()
file_observer.schedule(event_handler, config["input_file"], recursive=True)
file_observer.start()
self.quit_interaction = False
keyboard_thread_needs_join = shell.pt_app is not None
assert self.queue.qsize() == 0
last_time = time.time()
while not (self.renderer.window.is_closing or self.quit_interaction):
if not self.queue.empty():
tup = self.queue.get_nowait()
if tup[0].startswith("rerun"):
# Intentionally skip calling join() on the file thread to save time.
if not tup[0].endswith("keyboard"):
if shell.pt_app:
shell.pt_app.app.exit(exception=EOFError)
file_observer.unschedule_all()
raise RerunSceneException
keyboard_thread.join()
kwargs = tup[2]
if "from_animation_number" in kwargs:
config["from_animation_number"] = kwargs[
"from_animation_number"
]
# # TODO: This option only makes sense if interactive_embed() is run at the
# # end of a scene by default.
# if "upto_animation_number" in kwargs:
# config["upto_animation_number"] = kwargs[
# "upto_animation_number"
# ]
keyboard_thread.join()
file_observer.unschedule_all()
raise RerunSceneException
elif tup[0].startswith("exit"):
# Intentionally skip calling join() on the file thread to save time.
if not tup[0].endswith("keyboard") and shell.pt_app:
shell.pt_app.app.exit(exception=EOFError)
keyboard_thread.join()
# Remove exit_keyboard from the queue if necessary.
while self.queue.qsize() > 0:
self.queue.get()
keyboard_thread_needs_join = False
break
else:
method, args, kwargs = tup
getattr(self, method)(*args, **kwargs)
else:
self.renderer.animation_start_time = 0
dt = time.time() - last_time
last_time = time.time()
self.renderer.render(self, dt, self.moving_mobjects)
self.update_mobjects(dt)
self.update_meshes(dt)
self.update_self(dt)
# Join the keyboard thread if necessary.
if shell is not None and keyboard_thread_needs_join:
shell.pt_app.app.exit(exception=EOFError)
keyboard_thread.join()
# Remove exit_keyboard from the queue if necessary.
while self.queue.qsize() > 0:
self.queue.get()
file_observer.stop()
file_observer.join()
if self.dearpygui_imported and config["enable_gui"]:
dpg.stop_dearpygui()
if self.renderer.window.is_closing:
self.renderer.window.destroy()
def embed(self):
if not config["preview"]:
logger.warning("Called embed() while no preview window is available.")
return
if config["write_to_movie"]:
logger.warning("embed() is skipped while writing to a file.")
return
self.renderer.animation_start_time = 0
self.renderer.render(self, -1, self.moving_mobjects)
# Configure IPython shell.
from IPython.terminal.embed import InteractiveShellEmbed
shell = InteractiveShellEmbed()
# Have the frame update after each command
shell.events.register(
"post_run_cell",
lambda *a, **kw: self.renderer.render(self, -1, self.moving_mobjects),
)
# Use the locals of the caller as the local namespace
# once embedded, and add a few custom shortcuts.
local_ns = inspect.currentframe().f_back.f_locals
# local_ns["touch"] = self.interact
for method in (
"play",
"wait",
"add",
"remove",
"interact",
# "clear",
# "save_state",
# "restore",
):
local_ns[method] = getattr(self, method)
shell(local_ns=local_ns, stack_depth=2)
# End scene when exiting an embed.
raise Exception("Exiting scene.")
def update_to_time(self, t):
dt = t - self.last_t
self.last_t = t
for animation in self.animations:
animation.update_mobjects(dt)
alpha = t / animation.run_time
animation.interpolate(alpha)
self.update_mobjects(dt)
self.update_meshes(dt)
self.update_self(dt)
[docs] def add_subcaption(
self, content: str, duration: float = 1, offset: float = 0
) -> None:
r"""Adds an entry in the corresponding subcaption file
at the current time stamp.
The current time stamp is obtained from ``Scene.renderer.time``.
Parameters
----------
content
The subcaption content.
duration
The duration (in seconds) for which the subcaption is shown.
offset
This offset (in seconds) is added to the starting time stamp
of the subcaption.
Examples
--------
This example illustrates both possibilities for adding
subcaptions to Manimations::
class SubcaptionExample(Scene):
def construct(self):
square = Square()
circle = Circle()
# first option: via the add_subcaption method
self.add_subcaption("Hello square!", duration=1)
self.play(Create(square))
# second option: within the call to Scene.play
self.play(
Transform(square, circle),
subcaption="The square transforms."
)
"""
subtitle = srt.Subtitle(
index=len(self.renderer.file_writer.subcaptions),
content=content,
start=datetime.timedelta(seconds=self.renderer.time + offset),
end=datetime.timedelta(seconds=self.renderer.time + offset + duration),
)
self.renderer.file_writer.subcaptions.append(subtitle)
[docs] def add_sound(
self,
sound_file: str,
time_offset: float = 0,
gain: float | None = None,
**kwargs,
):
"""
This method is used to add a sound to the animation.
Parameters
----------
sound_file
The path to the sound file.
time_offset
The offset in the sound file after which
the sound can be played.
gain
Amplification of the sound.
Examples
--------
.. manim:: SoundExample
:no_autoplay:
class SoundExample(Scene):
# Source of sound under Creative Commons 0 License. https://freesound.org/people/Druminfected/sounds/250551/
def construct(self):
dot = Dot().set_color(GREEN)
self.add_sound("click.wav")
self.add(dot)
self.wait()
self.add_sound("click.wav")
dot.set_color(BLUE)
self.wait()
self.add_sound("click.wav")
dot.set_color(RED)
self.wait()
Download the resource for the previous example `here <https://github.com/ManimCommunity/manim/blob/main/docs/source/_static/click.wav>`_ .
"""
if self.renderer.skip_animations:
return
time = self.renderer.time + time_offset
self.renderer.file_writer.add_sound(sound_file, time, gain, **kwargs)
def on_mouse_motion(self, point, d_point):
self.mouse_point.move_to(point)
if SHIFT_VALUE in self.renderer.pressed_keys:
shift = -d_point
shift[0] *= self.camera.get_width() / 2
shift[1] *= self.camera.get_height() / 2
transform = self.camera.inverse_rotation_matrix
shift = np.dot(np.transpose(transform), shift)
self.camera.shift(shift)
def on_mouse_scroll(self, point, offset):
if not config.use_projection_stroke_shaders:
factor = 1 + np.arctan(-2.1 * offset[1])
self.camera.scale(factor, about_point=self.camera_target)
self.mouse_scroll_orbit_controls(point, offset)
def on_key_press(self, symbol, modifiers):
try:
char = chr(symbol)
except OverflowError:
logger.warning("The value of the pressed key is too large.")
return
if char == "r":
self.camera.to_default_state()
self.camera_target = np.array([0, 0, 0], dtype=np.float32)
elif char == "q":
self.quit_interaction = True
else:
if char in self.key_to_function_map:
self.key_to_function_map[char]()
def on_key_release(self, symbol, modifiers):
pass
def on_mouse_drag(self, point, d_point, buttons, modifiers):
self.mouse_drag_point.move_to(point)
if buttons == 1:
self.camera.increment_theta(-d_point[0])
self.camera.increment_phi(d_point[1])
elif buttons == 4:
camera_x_axis = self.camera.model_matrix[:3, 0]
horizontal_shift_vector = -d_point[0] * camera_x_axis
vertical_shift_vector = -d_point[1] * np.cross(OUT, camera_x_axis)
total_shift_vector = horizontal_shift_vector + vertical_shift_vector
self.camera.shift(1.1 * total_shift_vector)
self.mouse_drag_orbit_controls(point, d_point, buttons, modifiers)
def mouse_scroll_orbit_controls(self, point, offset):
camera_to_target = self.camera_target - self.camera.get_position()
camera_to_target *= np.sign(offset[1])
shift_vector = 0.01 * camera_to_target
self.camera.model_matrix = (
opengl.translation_matrix(*shift_vector) @ self.camera.model_matrix
)
def mouse_drag_orbit_controls(self, point, d_point, buttons, modifiers):
# Left click drag.
if buttons == 1:
# Translate to target the origin and rotate around the z axis.
self.camera.model_matrix = (
opengl.rotation_matrix(z=-d_point[0])
@ opengl.translation_matrix(*-self.camera_target)
@ self.camera.model_matrix
)
# Rotation off of the z axis.
camera_position = self.camera.get_position()
camera_y_axis = self.camera.model_matrix[:3, 1]
axis_of_rotation = space_ops.normalize(
np.cross(camera_y_axis, camera_position),
)
rotation_matrix = space_ops.rotation_matrix(
d_point[1],
axis_of_rotation,
homogeneous=True,
)
maximum_polar_angle = self.camera.maximum_polar_angle
minimum_polar_angle = self.camera.minimum_polar_angle
potential_camera_model_matrix = rotation_matrix @ self.camera.model_matrix
potential_camera_location = potential_camera_model_matrix[:3, 3]
potential_camera_y_axis = potential_camera_model_matrix[:3, 1]
sign = (
np.sign(potential_camera_y_axis[2])
if potential_camera_y_axis[2] != 0
else 1
)
potential_polar_angle = sign * np.arccos(
potential_camera_location[2]
/ np.linalg.norm(potential_camera_location),
)
if minimum_polar_angle <= potential_polar_angle <= maximum_polar_angle:
self.camera.model_matrix = potential_camera_model_matrix
else:
sign = np.sign(camera_y_axis[2]) if camera_y_axis[2] != 0 else 1
current_polar_angle = sign * np.arccos(
camera_position[2] / np.linalg.norm(camera_position),
)
if potential_polar_angle > maximum_polar_angle:
polar_angle_delta = maximum_polar_angle - current_polar_angle
else:
polar_angle_delta = minimum_polar_angle - current_polar_angle
rotation_matrix = space_ops.rotation_matrix(
polar_angle_delta,
axis_of_rotation,
homogeneous=True,
)
self.camera.model_matrix = rotation_matrix @ self.camera.model_matrix
# Translate to target the original target.
self.camera.model_matrix = (
opengl.translation_matrix(*self.camera_target)
@ self.camera.model_matrix
)
# Right click drag.
elif buttons == 4:
camera_x_axis = self.camera.model_matrix[:3, 0]
horizontal_shift_vector = -d_point[0] * camera_x_axis
vertical_shift_vector = -d_point[1] * np.cross(OUT, camera_x_axis)
total_shift_vector = horizontal_shift_vector + vertical_shift_vector
self.camera.model_matrix = (
opengl.translation_matrix(*total_shift_vector)
@ self.camera.model_matrix
)
self.camera_target += total_shift_vector
def set_key_function(self, char, func):
self.key_to_function_map[char] = func
def on_mouse_press(self, point, button, modifiers):
for func in self.mouse_press_callbacks:
func()