Mobject#

Qualified name: manim.mobject.mobject.Mobject

class Mobject(color=ManimColor('#FFFFFF'), name=None, dim=3, target=None, z_index=0)[source]#

Bases: object

Mathematical Object: base class for objects that can be displayed on screen.

There is a compatibility layer that allows for getting and setting generic attributes with get_* and set_* methods. See set() for more details.

Parameters:
  • color (ParsableManimColor | list[ParsableManimColor]) –

  • name (str | None) –

  • dim (int) –

  • z_index (float) –

submobjects#

The contained objects.

Type:

List[Mobject]

points#

The points of the objects.

See also

VMobject

Type:

numpy.ndarray

Methods

add

Add mobjects as submobjects.

add_animation_override

Add an animation override.

add_background_rectangle

Add a BackgroundRectangle as submobject.

add_background_rectangle_to_family_members_with_points

add_background_rectangle_to_submobjects

add_n_more_submobjects

add_to_back

Add all passed mobjects to the back of the submobjects.

add_updater

Add an update function to this mobject.

align_data

Aligns the data of this mobject with another mobject.

align_on_border

Direction just needs to be a vector pointing towards side or corner in the 2d plane.

align_points

align_points_with_larger

align_submobjects

align_to

Aligns mobject to another Mobject in a certain direction.

animation_override_for

Returns the function defining a specific animation override for this class.

apply_complex_function

Applies a complex function to a Mobject.

apply_function

apply_function_to_position

apply_function_to_submobject_positions

apply_matrix

apply_over_attr_arrays

apply_points_function_about_point

apply_to_family

Apply a function to self and every submobject with points recursively.

arrange

Sorts Mobject next to each other on screen.

arrange_in_grid

Arrange submobjects in a grid.

arrange_submobjects

Arrange the position of submobjects with a small buffer.

become

Edit points, colors and submobjects to be identical to another Mobject

center

Moves the center of the mobject to the center of the scene.

clear_updaters

Remove every updater.

copy

Create and return an identical copy of the Mobject including all submobjects.

fade

fade_to

family_members_with_points

flip

Flips/Mirrors an mobject about its center.

generate_points

Initializes points and therefore the shape.

generate_target

get_all_points

Return all points from this mobject and all submobjects.

get_array_attrs

get_bottom

Get bottom Point3Ds of a box bounding the Mobject

get_boundary_point

get_center

Get center Point3Ds

get_center_of_mass

get_color

Returns the color of the Mobject

get_coord

Meant to generalize get_x, get_y and get_z

get_corner

Get corner Point3Ds for certain direction.

get_critical_point

Picture a box bounding the Mobject.

get_edge_center

Get edge Point3Ds for certain direction.

get_end

Returns the point, where the stroke that surrounds the Mobject ends.

get_extremum_along_dim

get_family

get_family_updaters

get_group_class

get_image

get_left

Get left Point3Ds of a box bounding the Mobject

get_merged_array

Return all of a given attribute from this mobject and all submobjects.

get_midpoint

Get Point3Ds of the middle of the path that forms the Mobject.

get_mobject_type_class

Return the base class of this mobject type.

get_nadir

Get nadir (opposite the zenith) Point3Ds of a box bounding a 3D Mobject.

get_num_points

get_pieces

get_point_mobject

The simplest Mobject to be transformed to or from self.

get_points_defining_boundary

get_right

Get right Point3Ds of a box bounding the Mobject

get_start

Returns the point, where the stroke that surrounds the Mobject starts.

get_start_and_end

Returns starting and ending point of a stroke as a tuple.

get_time_based_updaters

Return all updaters using the dt parameter.

get_top

Get top Point3Ds of a box bounding the Mobject

get_updaters

Return all updaters.

get_x

Returns x Point3D of the center of the Mobject as float

get_y

Returns y Point3D of the center of the Mobject as float

get_z

Returns z Point3D of the center of the Mobject as float

get_z_index_reference_point

get_zenith

Get zenith Point3Ds of a box bounding a 3D Mobject.

has_no_points

Check if Mobject does not contains points.

has_points

Check if Mobject contains points.

has_time_based_updater

Test if self has a time based updater.

init_colors

Initializes the colors.

insert

Inserts a mobject at a specific position into self.submobjects

interpolate

Turns this Mobject into an interpolation between mobject1 and mobject2.

interpolate_color

invert

Inverts the list of submobjects.

is_off_screen

length_over_dim

Measure the length of an Mobject in a certain direction.

match_color

Match the color with the color of another Mobject.

match_coord

Match the Point3Ds with the Point3Ds of another Mobject.

match_depth

Match the depth with the depth of another Mobject.

match_dim_size

Match the specified dimension with the dimension of another Mobject.

match_height

Match the height with the height of another Mobject.

match_points

Edit points, positions, and submobjects to be identical to another Mobject, while keeping the style unchanged.

match_updaters

Match the updaters of the given mobject.

match_width

Match the width with the width of another Mobject.

match_x

Match x coord.

match_y

Match y coord.

match_z

Match z coord.

move_to

Move center of the Mobject to certain Point3D.

next_to

Move this Mobject next to another's Mobject or Point3D.

nonempty_submobjects

null_point_align

If a Mobject with points is being aligned to one without, treat both as groups, and push the one with points into its own submobjects list.

point_from_proportion

pose_at_angle

proportion_from_point

push_self_into_submobjects

put_start_and_end_on

reduce_across_dimension

Find the min or max value from a dimension across all points in this and submobjects.

remove

Remove submobjects.

remove_updater

Remove an updater.

repeat

This can make transition animations nicer

repeat_submobject

replace

rescale_to_fit

reset_points

Sets points to be an empty array.

restore

Restores the state that was previously saved with save_state().

resume_updating

Enable updating from updaters and animations.

reverse_points

rotate

Rotates the Mobject about a certain point.

rotate_about_origin

Rotates the Mobject about the ORIGIN, which is at [0,0,0].

save_image

Saves an image of only this Mobject at its position to a png file.

save_state

Save the current state (position, color & size).

scale

Scale the size by a factor.

scale_to_fit_depth

Scales the Mobject to fit a depth while keeping width/height proportional.

scale_to_fit_height

Scales the Mobject to fit a height while keeping width/depth proportional.

scale_to_fit_width

Scales the Mobject to fit a width while keeping height/depth proportional.

set

Sets attributes.

set_color

Condition is function which takes in one arguments, (x, y, z).

set_color_by_gradient

param colors:

The colors to use for the gradient. Use like set_color_by_gradient(RED, BLUE, GREEN).

set_colors_by_radial_gradient

set_coord

set_default

Sets the default values of keyword arguments.

set_submobject_colors_by_gradient

set_submobject_colors_by_radial_gradient

set_x

Set x value of the center of the Mobject (int or float)

set_y

Set y value of the center of the Mobject (int or float)

set_z

Set z value of the center of the Mobject (int or float)

set_z_index

Sets the Mobject's z_index to the value specified in z_index_value.

set_z_index_by_z_Point3D

Sets the Mobject's z Point3D to the value of z_index.

shift

Shift by the given vectors.

shift_onto_screen

show

shuffle

Shuffles the list of submobjects.

shuffle_submobjects

Shuffles the order of submobjects

sort

Sorts the list of submobjects by a function defined by submob_func.

sort_submobjects

Sort the submobjects

space_out_submobjects

split

stretch

stretch_about_point

stretch_to_fit_depth

Stretches the Mobject to fit a depth, not keeping width/height proportional.

stretch_to_fit_height

Stretches the Mobject to fit a height, not keeping width/depth proportional.

stretch_to_fit_width

Stretches the Mobject to fit a width, not keeping height/depth proportional.

surround

suspend_updating

Disable updating from updaters and animations.

throw_error_if_no_points

to_corner

to_edge

to_original_color

update

Apply all updaters.

wag

Attributes

animate

Used to animate the application of any method of self.

animation_overrides

depth

The depth of the mobject.

height

The height of the mobject.

width

The width of the mobject.

classmethod _add_intrinsic_animation_overrides()[source]#

Initializes animation overrides marked with the override_animation() decorator.

Return type:

None

add(*mobjects)[source]#

Add mobjects as submobjects.

The mobjects are added to submobjects.

Subclasses of mobject may implement + and += dunder methods.

Parameters:

mobjects (Mobject) – The mobjects to add.

Returns:

self

Return type:

Mobject

Raises:
  • ValueError – When a mobject tries to add itself.

  • TypeError – When trying to add an object that is not an instance of Mobject.

Notes

A mobject cannot contain itself, and it cannot contain a submobject more than once. If the parent mobject is displayed, the newly-added submobjects will also be displayed (i.e. they are automatically added to the parent Scene).

Examples

>>> outer = Mobject()
>>> inner = Mobject()
>>> outer = outer.add(inner)

Duplicates are not added again:

>>> outer = outer.add(inner)
>>> len(outer.submobjects)
1

Adding an object to itself raises an error:

>>> outer.add(outer)
Traceback (most recent call last):
...
ValueError: Mobject cannot contain self

A given mobject cannot be added as a submobject twice to some parent:

>>> parent = Mobject(name="parent")
>>> child = Mobject(name="child")
>>> parent.add(child, child)
[...] WARNING  ...
parent
>>> parent.submobjects
[child]
classmethod add_animation_override(animation_class, override_func)[source]#

Add an animation override.

This does not apply to subclasses.

Parameters:
  • animation_class (type[Animation]) – The animation type to be overridden

  • override_func (FunctionOverride) – The function returning an animation replacing the default animation. It gets passed the parameters given to the animation constructor.

Raises:

MultiAnimationOverrideException – If the overridden animation was already overridden.

Return type:

None

add_background_rectangle(color=None, opacity=0.75, **kwargs)[source]#

Add a BackgroundRectangle as submobject.

The BackgroundRectangle is added behind other submobjects.

This can be used to increase the mobjects visibility in front of a noisy background.

Parameters:
  • color (Optional[Union[ManimColor, int, str, Tuple[int, int, int], Tuple[float, float, float], Tuple[int, int, int, int], Tuple[float, float, float, float], ndarray[Any, dtype[int64]], ndarray[Any, dtype[float64]]]]) – The color of the BackgroundRectangle

  • opacity (float) – The opacity of the BackgroundRectangle

  • kwargs – Additional keyword arguments passed to the BackgroundRectangle constructor

Returns:

self

Return type:

Mobject

add_to_back(*mobjects)[source]#

Add all passed mobjects to the back of the submobjects.

If submobjects already contains the given mobjects, they just get moved to the back instead.

Parameters:

mobjects (Mobject) – The mobjects to add.

Returns:

self

Return type:

Mobject

Note

Technically, this is done by adding (or moving) the mobjects to the head of submobjects. The head of this list is rendered first, which places the corresponding mobjects behind the subsequent list members.

Raises:
  • ValueError – When a mobject tries to add itself.

  • TypeError – When trying to add an object that is not an instance of Mobject.

Parameters:

mobjects (Mobject) –

Return type:

Self

Notes

A mobject cannot contain itself, and it cannot contain a submobject more than once. If the parent mobject is displayed, the newly-added submobjects will also be displayed (i.e. they are automatically added to the parent Scene).

See also

remove(), add()

add_updater(update_function, index=None, call_updater=False)[source]#

Add an update function to this mobject.

Update functions, or updaters in short, are functions that are applied to the Mobject in every frame.

Parameters:
  • update_function (Union[Callable[[Mobject], None], Callable[[Mobject, float], None]]) – The update function to be added. Whenever update() is called, this update function gets called using self as the first parameter. The updater can have a second parameter dt. If it uses this parameter, it gets called using a second value dt, usually representing the time in seconds since the last call of update().

  • index (int | None) – The index at which the new updater should be added in self.updaters. In case index is None the updater will be added at the end.

  • call_updater (bool) – Whether or not to call the updater initially. If True, the updater will be called using dt=0.

Returns:

self

Return type:

Mobject

Examples

Example: NextToUpdater

from manim import *

class NextToUpdater(Scene):
    def construct(self):
        def dot_position(mobject):
            mobject.set_value(dot.get_center()[0])
            mobject.next_to(dot)

        dot = Dot(RIGHT*3)
        label = DecimalNumber()
        label.add_updater(dot_position)
        self.add(dot, label)

        self.play(Rotating(dot, about_point=ORIGIN, angle=TAU, run_time=TAU, rate_func=linear))
class NextToUpdater(Scene):
    def construct(self):
        def dot_position(mobject):
            mobject.set_value(dot.get_center()[0])
            mobject.next_to(dot)

        dot = Dot(RIGHT*3)
        label = DecimalNumber()
        label.add_updater(dot_position)
        self.add(dot, label)

        self.play(Rotating(dot, about_point=ORIGIN, angle=TAU, run_time=TAU, rate_func=linear))

Example: DtUpdater

from manim import *

class DtUpdater(Scene):
    def construct(self):
        line = Square()

        #Let the line rotate 90° per second
        line.add_updater(lambda mobject, dt: mobject.rotate(dt*90*DEGREES))
        self.add(line)
        self.wait(2)
class DtUpdater(Scene):
    def construct(self):
        line = Square()

        #Let the line rotate 90° per second
        line.add_updater(lambda mobject, dt: mobject.rotate(dt*90*DEGREES))
        self.add(line)
        self.wait(2)

align_data(mobject, skip_point_alignment=False)[source]#

Aligns the data of this mobject with another mobject.

Afterwards, the two mobjects will have the same number of submobjects (see align_submobjects()), the same parent structure (see null_point_align()). If skip_point_alignment is false, they will also have the same number of points (see align_points()).

Parameters:
  • mobject (Mobject) – The other mobject this mobject should be aligned to.

  • skip_point_alignment (bool) – Controls whether or not the computationally expensive point alignment is skipped (default: False).

Return type:

None

align_on_border(direction, buff=0.5)[source]#

Direction just needs to be a vector pointing towards side or corner in the 2d plane.

Parameters:
  • direction (Vector3) –

  • buff (float) –

Return type:

Self

align_to(mobject_or_point, direction=array([0., 0., 0.]))[source]#

Aligns mobject to another Mobject in a certain direction.

Examples: mob1.align_to(mob2, UP) moves mob1 vertically so that its top edge lines ups with mob2’s top edge.

Parameters:
  • mobject_or_point (Mobject | Point3D) –

  • direction (Vector3) –

Return type:

Self

property animate: Union[_AnimationBuilder, T]#

Used to animate the application of any method of self.

Any method called on animate is converted to an animation of applying that method on the mobject itself.

For example, square.set_fill(WHITE) sets the fill color of a square, while square.animate.set_fill(WHITE) animates this action.

Multiple methods can be put in a single animation once via chaining:

self.play(my_mobject.animate.shift(RIGHT).rotate(PI))

Warning

Passing multiple animations for the same Mobject in one call to play() is discouraged and will most likely not work properly. Instead of writing an animation like

self.play(my_mobject.animate.shift(RIGHT), my_mobject.animate.rotate(PI))

make use of method chaining.

Keyword arguments that can be passed to Scene.play() can be passed directly after accessing .animate, like so:

self.play(my_mobject.animate(rate_func=linear).shift(RIGHT))

This is especially useful when animating simultaneous .animate calls that you want to behave differently:

self.play(
    mobject1.animate(run_time=2).rotate(PI),
    mobject2.animate(rate_func=there_and_back).shift(RIGHT),
)

Examples

Example: AnimateExample

from manim import *

class AnimateExample(Scene):
    def construct(self):
        s = Square()
        self.play(Create(s))
        self.play(s.animate.shift(RIGHT))
        self.play(s.animate.scale(2))
        self.play(s.animate.rotate(PI / 2))
        self.play(Uncreate(s))
class AnimateExample(Scene):
    def construct(self):
        s = Square()
        self.play(Create(s))
        self.play(s.animate.shift(RIGHT))
        self.play(s.animate.scale(2))
        self.play(s.animate.rotate(PI / 2))
        self.play(Uncreate(s))

Example: AnimateChainExample

from manim import *

class AnimateChainExample(Scene):
    def construct(self):
        s = Square()
        self.play(Create(s))
        self.play(s.animate.shift(RIGHT).scale(2).rotate(PI / 2))
        self.play(Uncreate(s))
class AnimateChainExample(Scene):
    def construct(self):
        s = Square()
        self.play(Create(s))
        self.play(s.animate.shift(RIGHT).scale(2).rotate(PI / 2))
        self.play(Uncreate(s))

Example: AnimateWithArgsExample

from manim import *

class AnimateWithArgsExample(Scene):
    def construct(self):
        s = Square()
        c = Circle()

        VGroup(s, c).arrange(RIGHT, buff=2)
        self.add(s, c)

        self.play(
            s.animate(run_time=2).rotate(PI / 2),
            c.animate(rate_func=there_and_back).shift(RIGHT),
        )
class AnimateWithArgsExample(Scene):
    def construct(self):
        s = Square()
        c = Circle()

        VGroup(s, c).arrange(RIGHT, buff=2)
        self.add(s, c)

        self.play(
            s.animate(run_time=2).rotate(PI / 2),
            c.animate(rate_func=there_and_back).shift(RIGHT),
        )

Warning

.animate

will interpolate the Mobject between its points prior to .animate and its points after applying .animate to it. This may result in unexpected behavior when attempting to interpolate along paths, or rotations. If you want animations to consider the points between, consider using ValueTracker with updaters instead.

classmethod animation_override_for(animation_class)[source]#

Returns the function defining a specific animation override for this class.

Parameters:

animation_class (type[Animation]) – The animation class for which the override function should be returned.

Returns:

The function returning the override animation or None if no such animation override is defined.

Return type:

Optional[Callable[[Mobject, …], Animation]]

apply_complex_function(function, **kwargs)[source]#

Applies a complex function to a Mobject. The x and y Point3Ds correspond to the real and imaginary parts respectively.

Example

Example: ApplyFuncExample

from manim import *

class ApplyFuncExample(Scene):
    def construct(self):
        circ = Circle().scale(1.5)
        circ_ref = circ.copy()
        circ.apply_complex_function(
            lambda x: np.exp(x*1j)
        )
        t = ValueTracker(0)
        circ.add_updater(
            lambda x: x.become(circ_ref.copy().apply_complex_function(
                lambda x: np.exp(x+t.get_value()*1j)
            )).set_color(BLUE)
        )
        self.add(circ_ref)
        self.play(TransformFromCopy(circ_ref, circ))
        self.play(t.animate.set_value(TAU), run_time=3)
class ApplyFuncExample(Scene):
    def construct(self):
        circ = Circle().scale(1.5)
        circ_ref = circ.copy()
        circ.apply_complex_function(
            lambda x: np.exp(x*1j)
        )
        t = ValueTracker(0)
        circ.add_updater(
            lambda x: x.become(circ_ref.copy().apply_complex_function(
                lambda x: np.exp(x+t.get_value()*1j)
            )).set_color(BLUE)
        )
        self.add(circ_ref)
        self.play(TransformFromCopy(circ_ref, circ))
        self.play(t.animate.set_value(TAU), run_time=3)

Parameters:

function (Callable[[complex], complex]) –

Return type:

Self

apply_to_family(func)[source]#

Apply a function to self and every submobject with points recursively.

Parameters:

func (Callable[[Mobject], None]) – The function to apply to each mobject. func gets passed the respective (sub)mobject as parameter.

Returns:

self

Return type:

Mobject

See also

family_members_with_points()

arrange(direction=array([1., 0., 0.]), buff=0.25, center=True, **kwargs)[source]#

Sorts Mobject next to each other on screen.

Examples

Example: Example

../_images/Example-1.png
from manim import *

class Example(Scene):
    def construct(self):
        s1 = Square()
        s2 = Square()
        s3 = Square()
        s4 = Square()
        x = VGroup(s1, s2, s3, s4).set_x(0).arrange(buff=1.0)
        self.add(x)
class Example(Scene):
    def construct(self):
        s1 = Square()
        s2 = Square()
        s3 = Square()
        s4 = Square()
        x = VGroup(s1, s2, s3, s4).set_x(0).arrange(buff=1.0)
        self.add(x)

Parameters:
  • direction (Vector3) –

  • buff (float) –

  • center (bool) –

Return type:

Self

arrange_in_grid(rows=None, cols=None, buff=0.25, cell_alignment=array([0., 0., 0.]), row_alignments=None, col_alignments=None, row_heights=None, col_widths=None, flow_order='rd', **kwargs)[source]#

Arrange submobjects in a grid.

Parameters:
  • rows (int | None) – The number of rows in the grid.

  • cols (int | None) – The number of columns in the grid.

  • buff (float | tuple[float, float]) – The gap between grid cells. To specify a different buffer in the horizontal and vertical directions, a tuple of two values can be given - (row, col).

  • cell_alignment (Vector3) – The way each submobject is aligned in its grid cell.

  • row_alignments (str | None) – The vertical alignment for each row (top to bottom). Accepts the following characters: "u" - up, "c" - center, "d" - down.

  • col_alignments (str | None) – The horizontal alignment for each column (left to right). Accepts the following characters "l" - left, "c" - center, "r" - right.

  • row_heights (Iterable[float | None] | None) – Defines a list of heights for certain rows (top to bottom). If the list contains None, the corresponding row will fit its height automatically based on the highest element in that row.

  • col_widths (Iterable[float | None] | None) – Defines a list of widths for certain columns (left to right). If the list contains None, the corresponding column will fit its width automatically based on the widest element in that column.

  • flow_order (str) – The order in which submobjects fill the grid. Can be one of the following values: “rd”, “dr”, “ld”, “dl”, “ru”, “ur”, “lu”, “ul”. (“rd” -> fill rightwards then downwards)

Returns:

self

Return type:

Mobject

Raises:
  • ValueError – If rows and cols are too small to fit all submobjects.

  • ValueError – If cols, col_alignments and col_widths or rows, row_alignments and row_heights have mismatching sizes.

Notes

If only one of cols and rows is set implicitly, the other one will be chosen big enough to fit all submobjects. If neither is set, they will be chosen to be about the same, tending towards cols > rows (simply because videos are wider than they are high).

If both cell_alignment and row_alignments / col_alignments are defined, the latter has higher priority.

Examples

Example: ExampleBoxes

../_images/ExampleBoxes-1.png
from manim import *

class ExampleBoxes(Scene):
    def construct(self):
        boxes=VGroup(*[Square() for s in range(0,6)])
        boxes.arrange_in_grid(rows=2, buff=0.1)
        self.add(boxes)
class ExampleBoxes(Scene):
    def construct(self):
        boxes=VGroup(*[Square() for s in range(0,6)])
        boxes.arrange_in_grid(rows=2, buff=0.1)
        self.add(boxes)

Example: ArrangeInGrid

../_images/ArrangeInGrid-1.png
from manim import *

class ArrangeInGrid(Scene):
    def construct(self):
        boxes = VGroup(*[
            Rectangle(WHITE, 0.5, 0.5).add(Text(str(i+1)).scale(0.5))
            for i in range(24)
        ])
        self.add(boxes)

        boxes.arrange_in_grid(
            buff=(0.25,0.5),
            col_alignments="lccccr",
            row_alignments="uccd",
            col_widths=[1, *[None]*4, 1],
            row_heights=[1, None, None, 1],
            flow_order="dr"
        )
class ArrangeInGrid(Scene):
    def construct(self):
        boxes = VGroup(*[
            Rectangle(WHITE, 0.5, 0.5).add(Text(str(i+1)).scale(0.5))
            for i in range(24)
        ])
        self.add(boxes)

        boxes.arrange_in_grid(
            buff=(0.25,0.5),
            col_alignments="lccccr",
            row_alignments="uccd",
            col_widths=[1, *[None]*4, 1],
            row_heights=[1, None, None, 1],
            flow_order="dr"
        )

arrange_submobjects(*args, **kwargs)[source]#

Arrange the position of submobjects with a small buffer.

Examples

Example: ArrangeSumobjectsExample

../_images/ArrangeSumobjectsExample-1.png
from manim import *

class ArrangeSumobjectsExample(Scene):
    def construct(self):
        s= VGroup(*[Dot().shift(i*0.1*RIGHT*np.random.uniform(-1,1)+UP*np.random.uniform(-1,1)) for i in range(0,15)])
        s.shift(UP).set_color(BLUE)
        s2= s.copy().set_color(RED)
        s2.arrange_submobjects()
        s2.shift(DOWN)
        self.add(s,s2)
class ArrangeSumobjectsExample(Scene):
    def construct(self):
        s= VGroup(*[Dot().shift(i*0.1*RIGHT*np.random.uniform(-1,1)+UP*np.random.uniform(-1,1)) for i in range(0,15)])
        s.shift(UP).set_color(BLUE)
        s2= s.copy().set_color(RED)
        s2.arrange_submobjects()
        s2.shift(DOWN)
        self.add(s,s2)

Return type:

Self

become(mobject, copy_submobjects=True, match_height=False, match_width=False, match_depth=False, match_center=False, stretch=False)[source]#

Edit points, colors and submobjects to be identical to another Mobject

Note

If both match_height and match_width are True then the transformed Mobject will match the height first and then the width

Parameters:
  • match_height (bool) – If True, then the transformed Mobject will match the height of the original

  • match_width (bool) – If True, then the transformed Mobject will match the width of the original

  • match_depth (bool) – If True, then the transformed Mobject will match the depth of the original

  • match_center (bool) – If True, then the transformed Mobject will match the center of the original

  • stretch (bool) – If True, then the transformed Mobject will stretch to fit the proportions of the original

  • mobject (Mobject) –

  • copy_submobjects (bool) –

Return type:

Self

Examples

Example: BecomeScene

from manim import *

class BecomeScene(Scene):
    def construct(self):
        circ = Circle(fill_color=RED, fill_opacity=0.8)
        square = Square(fill_color=BLUE, fill_opacity=0.2)
        self.add(circ)
        self.wait(0.5)
        circ.become(square)
        self.wait(0.5)
class BecomeScene(Scene):
    def construct(self):
        circ = Circle(fill_color=RED, fill_opacity=0.8)
        square = Square(fill_color=BLUE, fill_opacity=0.2)
        self.add(circ)
        self.wait(0.5)
        circ.become(square)
        self.wait(0.5)

center()[source]#

Moves the center of the mobject to the center of the scene.

Returns:

The centered mobject.

Return type:

Mobject

clear_updaters(recursive=True)[source]#

Remove every updater.

Parameters:

recursive (bool) – Whether to recursively call clear_updaters on all submobjects.

Returns:

self

Return type:

Mobject

copy()[source]#

Create and return an identical copy of the Mobject including all submobjects.

Returns:

The copy.

Return type:

Mobject

Note

The clone is initially not visible in the Scene, even if the original was.

property depth: float#

The depth of the mobject.

Return type:

float

flip(axis=array([0., 1., 0.]), **kwargs)[source]#

Flips/Mirrors an mobject about its center.

Examples

Example: FlipExample

../_images/FlipExample-1.png
from manim import *

class FlipExample(Scene):
    def construct(self):
        s= Line(LEFT, RIGHT+UP).shift(4*LEFT)
        self.add(s)
        s2= s.copy().flip()
        self.add(s2)
class FlipExample(Scene):
    def construct(self):
        s= Line(LEFT, RIGHT+UP).shift(4*LEFT)
        self.add(s)
        s2= s.copy().flip()
        self.add(s2)

Parameters:

axis (Vector3) –

Return type:

Self

generate_points()[source]#

Initializes points and therefore the shape.

Gets called upon creation. This is an empty method that can be implemented by subclasses.

Return type:

None

get_all_points()[source]#

Return all points from this mobject and all submobjects.

May contain duplicates; the order is in a depth-first (pre-order) traversal of the submobjects.

Return type:

Point3D_Array

get_bottom()[source]#

Get bottom Point3Ds of a box bounding the Mobject

Return type:

Point3D

get_center()[source]#

Get center Point3Ds

Return type:

Point3D

get_color()[source]#

Returns the color of the Mobject

Return type:

ManimColor

get_coord(dim, direction=array([0., 0., 0.]))[source]#

Meant to generalize get_x, get_y and get_z

Parameters:
  • dim (int) –

  • direction (Vector3) –

get_corner(direction)[source]#

Get corner Point3Ds for certain direction.

Parameters:

direction (Vector3) –

Return type:

Point3D

get_critical_point(direction)[source]#

Picture a box bounding the Mobject. Such a box has 9 ‘critical points’: 4 corners, 4 edge center, the center. This returns one of them, along the given direction.

sample = Arc(start_angle=PI/7, angle = PI/5)

# These are all equivalent
max_y_1 = sample.get_top()[1]
max_y_2 = sample.get_critical_point(UP)[1]
max_y_3 = sample.get_extremum_along_dim(dim=1, key=1)
Parameters:

direction (Vector3) –

Return type:

Point3D

get_edge_center(direction)[source]#

Get edge Point3Ds for certain direction.

Parameters:

direction (Vector3) –

Return type:

Point3D

get_end()[source]#

Returns the point, where the stroke that surrounds the Mobject ends.

Return type:

Point3D

get_left()[source]#

Get left Point3Ds of a box bounding the Mobject

Return type:

Point3D

get_merged_array(array_attr)[source]#

Return all of a given attribute from this mobject and all submobjects.

May contain duplicates; the order is in a depth-first (pre-order) traversal of the submobjects.

Parameters:

array_attr (str) –

Return type:

ndarray

get_midpoint()[source]#

Get Point3Ds of the middle of the path that forms the Mobject.

Examples

Example: AngleMidPoint

../_images/AngleMidPoint-1.png
from manim import *

class AngleMidPoint(Scene):
    def construct(self):
        line1 = Line(ORIGIN, 2*RIGHT)
        line2 = Line(ORIGIN, 2*RIGHT).rotate_about_origin(80*DEGREES)

        a = Angle(line1, line2, radius=1.5, other_angle=False)
        d = Dot(a.get_midpoint()).set_color(RED)

        self.add(line1, line2, a, d)
        self.wait()
class AngleMidPoint(Scene):
    def construct(self):
        line1 = Line(ORIGIN, 2*RIGHT)
        line2 = Line(ORIGIN, 2*RIGHT).rotate_about_origin(80*DEGREES)

        a = Angle(line1, line2, radius=1.5, other_angle=False)
        d = Dot(a.get_midpoint()).set_color(RED)

        self.add(line1, line2, a, d)
        self.wait()

Return type:

Point3D

static get_mobject_type_class()[source]#

Return the base class of this mobject type.

Return type:

type[manim.mobject.mobject.Mobject]

get_nadir()[source]#

Get nadir (opposite the zenith) Point3Ds of a box bounding a 3D Mobject.

Return type:

Point3D

get_point_mobject(center=None)[source]#

The simplest Mobject to be transformed to or from self. Should by a point of the appropriate type

get_right()[source]#

Get right Point3Ds of a box bounding the Mobject

Return type:

Point3D

get_start()[source]#

Returns the point, where the stroke that surrounds the Mobject starts.

Return type:

Point3D

get_start_and_end()[source]#

Returns starting and ending point of a stroke as a tuple.

Return type:

tuple[Point3D, Point3D]

get_time_based_updaters()[source]#

Return all updaters using the dt parameter.

The updaters use this parameter as the input for difference in time.

Returns:

The list of time based updaters.

Return type:

List[Callable]

get_top()[source]#

Get top Point3Ds of a box bounding the Mobject

Return type:

Point3D

get_updaters()[source]#

Return all updaters.

Returns:

The list of updaters.

Return type:

List[Callable]

get_x(direction=array([0., 0., 0.]))[source]#

Returns x Point3D of the center of the Mobject as float

Parameters:

direction (Vector3) –

Return type:

ManimFloat

get_y(direction=array([0., 0., 0.]))[source]#

Returns y Point3D of the center of the Mobject as float

Parameters:

direction (Vector3) –

Return type:

ManimFloat

get_z(direction=array([0., 0., 0.]))[source]#

Returns z Point3D of the center of the Mobject as float

Parameters:

direction (Vector3) –

Return type:

ManimFloat

get_zenith()[source]#

Get zenith Point3Ds of a box bounding a 3D Mobject.

Return type:

Point3D

has_no_points()[source]#

Check if Mobject does not contains points.

Return type:

bool

has_points()[source]#

Check if Mobject contains points.

Return type:

bool

has_time_based_updater()[source]#

Test if self has a time based updater.

Returns:

classTrue if at least one updater uses the dt parameter, False otherwise.

Return type:

bool

property height: float#

The height of the mobject.

Return type:

float

Examples

Example: HeightExample

from manim import *

class HeightExample(Scene):
    def construct(self):
        decimal = DecimalNumber().to_edge(UP)
        rect = Rectangle(color=BLUE)
        rect_copy = rect.copy().set_stroke(GRAY, opacity=0.5)

        decimal.add_updater(lambda d: d.set_value(rect.height))

        self.add(rect_copy, rect, decimal)
        self.play(rect.animate.set(height=5))
        self.wait()
class HeightExample(Scene):
    def construct(self):
        decimal = DecimalNumber().to_edge(UP)
        rect = Rectangle(color=BLUE)
        rect_copy = rect.copy().set_stroke(GRAY, opacity=0.5)

        decimal.add_updater(lambda d: d.set_value(rect.height))

        self.add(rect_copy, rect, decimal)
        self.play(rect.animate.set(height=5))
        self.wait()

init_colors()[source]#

Initializes the colors.

Gets called upon creation. This is an empty method that can be implemented by subclasses.

Return type:

None

insert(index, mobject)[source]#

Inserts a mobject at a specific position into self.submobjects

Effectively just calls self.submobjects.insert(index, mobject), where self.submobjects is a list.

Highly adapted from Mobject.add.

Parameters:
  • index (int) – The index at which

  • mobject (Mobject) – The mobject to be inserted.

Return type:

None

interpolate(mobject1, mobject2, alpha, path_func=<function interpolate>)[source]#

Turns this Mobject into an interpolation between mobject1 and mobject2.

Examples

Example: DotInterpolation

../_images/DotInterpolation-1.png
from manim import *

class DotInterpolation(Scene):
    def construct(self):
        dotR = Dot(color=DARK_GREY)
        dotR.shift(2 * RIGHT)
        dotL = Dot(color=WHITE)
        dotL.shift(2 * LEFT)

        dotMiddle = VMobject().interpolate(dotL, dotR, alpha=0.3)

        self.add(dotL, dotR, dotMiddle)
class DotInterpolation(Scene):
    def construct(self):
        dotR = Dot(color=DARK_GREY)
        dotR.shift(2 * RIGHT)
        dotL = Dot(color=WHITE)
        dotL.shift(2 * LEFT)

        dotMiddle = VMobject().interpolate(dotL, dotR, alpha=0.3)

        self.add(dotL, dotR, dotMiddle)

Parameters:
  • mobject1 (Mobject) –

  • mobject2 (Mobject) –

  • alpha (float) –

  • path_func (PathFuncType) –

Return type:

Self

invert(recursive=False)[source]#

Inverts the list of submobjects.

Parameters:

recursive (bool) – If True, all submobject lists of this mobject’s family are inverted.

Return type:

None

Examples

Example: InvertSumobjectsExample

from manim import *

class InvertSumobjectsExample(Scene):
    def construct(self):
        s = VGroup(*[Dot().shift(i*0.1*RIGHT) for i in range(-20,20)])
        s2 = s.copy()
        s2.invert()
        s2.shift(DOWN)
        self.play(Write(s), Write(s2))
class InvertSumobjectsExample(Scene):
    def construct(self):
        s = VGroup(*[Dot().shift(i*0.1*RIGHT) for i in range(-20,20)])
        s2 = s.copy()
        s2.invert()
        s2.shift(DOWN)
        self.play(Write(s), Write(s2))

length_over_dim(dim)[source]#

Measure the length of an Mobject in a certain direction.

Parameters:

dim (int) –

Return type:

float

match_color(mobject)[source]#

Match the color with the color of another Mobject.

Parameters:

mobject (Mobject) –

Return type:

Self

match_coord(mobject, dim, direction=array([0., 0., 0.]))[source]#

Match the Point3Ds with the Point3Ds of another Mobject.

Parameters:
  • mobject (Mobject) –

  • dim (int) –

  • direction (Vector3) –

Return type:

Self

match_depth(mobject, **kwargs)[source]#

Match the depth with the depth of another Mobject.

Parameters:

mobject (Mobject) –

Return type:

Self

match_dim_size(mobject, dim, **kwargs)[source]#

Match the specified dimension with the dimension of another Mobject.

Parameters:
  • mobject (Mobject) –

  • dim (int) –

Return type:

Self

match_height(mobject, **kwargs)[source]#

Match the height with the height of another Mobject.

Parameters:

mobject (Mobject) –

Return type:

Self

match_points(mobject, copy_submobjects=True)[source]#

Edit points, positions, and submobjects to be identical to another Mobject, while keeping the style unchanged.

Examples

Example: MatchPointsScene

from manim import *

class MatchPointsScene(Scene):
    def construct(self):
        circ = Circle(fill_color=RED, fill_opacity=0.8)
        square = Square(fill_color=BLUE, fill_opacity=0.2)
        self.add(circ)
        self.wait(0.5)
        self.play(circ.animate.match_points(square))
        self.wait(0.5)
class MatchPointsScene(Scene):
    def construct(self):
        circ = Circle(fill_color=RED, fill_opacity=0.8)
        square = Square(fill_color=BLUE, fill_opacity=0.2)
        self.add(circ)
        self.wait(0.5)
        self.play(circ.animate.match_points(square))
        self.wait(0.5)

Parameters:
  • mobject (Mobject) –

  • copy_submobjects (bool) –

Return type:

Self

match_updaters(mobject)[source]#

Match the updaters of the given mobject.

Parameters:

mobject (Mobject) – The mobject whose updaters get matched.

Returns:

self

Return type:

Mobject

Note

All updaters from submobjects are removed, but only updaters of the given mobject are matched, not those of it’s submobjects.

match_width(mobject, **kwargs)[source]#

Match the width with the width of another Mobject.

Parameters:

mobject (Mobject) –

Return type:

Self

match_x(mobject, direction=array([0., 0., 0.]))[source]#

Match x coord. to the x coord. of another Mobject.

Parameters:

mobject (Mobject) –

Return type:

Self

match_y(mobject, direction=array([0., 0., 0.]))[source]#

Match y coord. to the x coord. of another Mobject.

Parameters:

mobject (Mobject) –

Return type:

Self

match_z(mobject, direction=array([0., 0., 0.]))[source]#

Match z coord. to the x coord. of another Mobject.

Parameters:

mobject (Mobject) –

Return type:

Self

move_to(point_or_mobject, aligned_edge=array([0., 0., 0.]), coor_mask=array([1, 1, 1]))[source]#

Move center of the Mobject to certain Point3D.

Parameters:
  • point_or_mobject (Point3D | Mobject) –

  • aligned_edge (Vector3) –

  • coor_mask (Vector3) –

Return type:

Self

next_to(mobject_or_point, direction=array([1., 0., 0.]), buff=0.25, aligned_edge=array([0., 0., 0.]), submobject_to_align=None, index_of_submobject_to_align=None, coor_mask=array([1, 1, 1]))[source]#

Move this Mobject next to another’s Mobject or Point3D.

Examples

Example: GeometricShapes

../_images/GeometricShapes-1.png
from manim import *

class GeometricShapes(Scene):
    def construct(self):
        d = Dot()
        c = Circle()
        s = Square()
        t = Triangle()
        d.next_to(c, RIGHT)
        s.next_to(c, LEFT)
        t.next_to(c, DOWN)
        self.add(d, c, s, t)
class GeometricShapes(Scene):
    def construct(self):
        d = Dot()
        c = Circle()
        s = Square()
        t = Triangle()
        d.next_to(c, RIGHT)
        s.next_to(c, LEFT)
        t.next_to(c, DOWN)
        self.add(d, c, s, t)

Parameters:
  • mobject_or_point (Mobject | Point3D) –

  • direction (Vector3) –

  • buff (float) –

  • aligned_edge (Vector3) –

  • submobject_to_align (Mobject | None) –

  • index_of_submobject_to_align (int | None) –

  • coor_mask (Vector3) –

Return type:

Self

null_point_align(mobject)[source]#

If a Mobject with points is being aligned to one without, treat both as groups, and push the one with points into its own submobjects list.

Returns:

self

Return type:

Mobject

Parameters:

mobject (Mobject) –

reduce_across_dimension(reduce_func, dim)[source]#

Find the min or max value from a dimension across all points in this and submobjects.

Parameters:
  • reduce_func (Callable) –

  • dim (int) –

remove(*mobjects)[source]#

Remove submobjects.

The mobjects are removed from submobjects, if they exist.

Subclasses of mobject may implement - and -= dunder methods.

Parameters:

mobjects (Mobject) – The mobjects to remove.

Returns:

self

Return type:

Mobject

See also

add()

remove_updater(update_function)[source]#

Remove an updater.

If the same updater is applied multiple times, every instance gets removed.

Parameters:

update_function (Union[Callable[[Mobject], None], Callable[[Mobject, float], None]]) – The update function to be removed.

Returns:

self

Return type:

Mobject

repeat(count)[source]#

This can make transition animations nicer

Parameters:

count (int) –

Return type:

Self

reset_points()[source]#

Sets points to be an empty array.

Return type:

None

restore()[source]#

Restores the state that was previously saved with save_state().

Return type:

Self

resume_updating(recursive=True)[source]#

Enable updating from updaters and animations.

Parameters:

recursive (bool) – Whether to recursively enable updating on all submobjects.

Returns:

self

Return type:

Mobject

rotate(angle, axis=array([0., 0., 1.]), about_point=None, **kwargs)[source]#

Rotates the Mobject about a certain point.

Parameters:
  • angle (float) –

  • axis (Vector3) –

  • about_point (Point3D | None) –

Return type:

Self

rotate_about_origin(angle, axis=array([0., 0., 1.]), axes=[])[source]#

Rotates the Mobject about the ORIGIN, which is at [0,0,0].

Parameters:
  • angle (float) –

  • axis (Vector3) –

Return type:

Self

save_image(name=None)[source]#

Saves an image of only this Mobject at its position to a png file.

Parameters:

name (str | None) –

Return type:

None

save_state()[source]#

Save the current state (position, color & size). Can be restored with restore().

Return type:

Self

scale(scale_factor, **kwargs)[source]#

Scale the size by a factor.

Default behavior is to scale about the center of the mobject.

Parameters:
  • scale_factor (float) – The scaling factor \(\alpha\). If \(0 < |\alpha| < 1\), the mobject will shrink, and for \(|\alpha| > 1\) it will grow. Furthermore, if \(\alpha < 0\), the mobject is also flipped.

  • kwargs – Additional keyword arguments passed to apply_points_function_about_point().

Returns:

self

Return type:

Mobject

Examples

Example: MobjectScaleExample

../_images/MobjectScaleExample-1.png
from manim import *

class MobjectScaleExample(Scene):
    def construct(self):
        f1 = Text("F")
        f2 = Text("F").scale(2)
        f3 = Text("F").scale(0.5)
        f4 = Text("F").scale(-1)

        vgroup = VGroup(f1, f2, f3, f4).arrange(6 * RIGHT)
        self.add(vgroup)
class MobjectScaleExample(Scene):
    def construct(self):
        f1 = Text("F")
        f2 = Text("F").scale(2)
        f3 = Text("F").scale(0.5)
        f4 = Text("F").scale(-1)

        vgroup = VGroup(f1, f2, f3, f4).arrange(6 * RIGHT)
        self.add(vgroup)

See also

move_to()

scale_to_fit_depth(depth, **kwargs)[source]#

Scales the Mobject to fit a depth while keeping width/height proportional.

Parameters:

depth (float) –

Return type:

Self

scale_to_fit_height(height, **kwargs)[source]#

Scales the Mobject to fit a height while keeping width/depth proportional.

Returns:

self

Return type:

Mobject

Parameters:

height (float) –

Examples

>>> from manim import *
>>> sq = Square()
>>> sq.width
2.0
>>> sq.scale_to_fit_height(5)
Square
>>> sq.height
5.0
>>> sq.width
5.0
scale_to_fit_width(width, **kwargs)[source]#

Scales the Mobject to fit a width while keeping height/depth proportional.

Returns:

self

Return type:

Mobject

Parameters:

width (float) –

Examples

>>> from manim import *
>>> sq = Square()
>>> sq.height
2.0
>>> sq.scale_to_fit_width(5)
Square
>>> sq.width
5.0
>>> sq.height
5.0
set(**kwargs)[source]#

Sets attributes.

I.e. my_mobject.set(foo=1) applies my_mobject.foo = 1.

This is a convenience to be used along with animate to animate setting attributes.

In addition to this method, there is a compatibility layer that allows get_* and set_* methods to get and set generic attributes. For instance:

>>> mob = Mobject()
>>> mob.set_foo(0)
Mobject
>>> mob.get_foo()
0
>>> mob.foo
0

This compatibility layer does not interfere with any get_* or set_* methods that are explicitly defined.

Warning

This compatibility layer is for backwards compatibility and is not guaranteed to stay around. Where applicable, please prefer getting/setting attributes normally or with the set() method.

Parameters:

**kwargs – The attributes and corresponding values to set.

Returns:

self

Return type:

Mobject

Examples

>>> mob = Mobject()
>>> mob.set(foo=0)
Mobject
>>> mob.foo
0
set_color(color=ManimColor('#FFFF00'), family=True)[source]#

Condition is function which takes in one arguments, (x, y, z). Here it just recurses to submobjects, but in subclasses this should be further implemented based on the the inner workings of color

Parameters:
  • color (Union[ManimColor, int, str, Tuple[int, int, int], Tuple[float, float, float], Tuple[int, int, int, int], Tuple[float, float, float, float], ndarray[Any, dtype[int64]], ndarray[Any, dtype[float64]]]) –

  • family (bool) –

Return type:

Self

set_color_by_gradient(*colors)[source]#
Parameters:
  • colors (Union[ManimColor, int, str, Tuple[int, int, int], Tuple[float, float, float], Tuple[int, int, int, int], Tuple[float, float, float, float], ndarray[Any, dtype[int64]], ndarray[Any, dtype[float64]]]) – The colors to use for the gradient. Use like set_color_by_gradient(RED, BLUE, GREEN).

  • ManimColor.parse(color) (self.color =) –

  • self (return) –

Return type:

Self

classmethod set_default(**kwargs)[source]#

Sets the default values of keyword arguments.

If this method is called without any additional keyword arguments, the original default values of the initialization method of this class are restored.

Parameters:

kwargs – Passing any keyword argument will update the default values of the keyword arguments of the initialization function of this class.

Return type:

None

Examples

>>> from manim import Square, GREEN
>>> Square.set_default(color=GREEN, fill_opacity=0.25)
>>> s = Square(); s.color, s.fill_opacity
(ManimColor('#83C167'), 0.25)
>>> Square.set_default()
>>> s = Square(); s.color, s.fill_opacity
(ManimColor('#FFFFFF'), 0.0)

Example: ChangedDefaultTextcolor

../_images/ChangedDefaultTextcolor-1.png
from manim import *

config.background_color = WHITE

class ChangedDefaultTextcolor(Scene):
    def construct(self):
        Text.set_default(color=BLACK)
        self.add(Text("Changing default values is easy!"))

        # we revert the colour back to the default to prevent a bug in the docs.
        Text.set_default(color=WHITE)
config.background_color = WHITE

class ChangedDefaultTextcolor(Scene):
    def construct(self):
        Text.set_default(color=BLACK)
        self.add(Text("Changing default values is easy!"))

        # we revert the colour back to the default to prevent a bug in the docs.
        Text.set_default(color=WHITE)

set_x(x, direction=array([0., 0., 0.]))[source]#

Set x value of the center of the Mobject (int or float)

Parameters:
  • x (float) –

  • direction (Vector3) –

Return type:

Self

set_y(y, direction=array([0., 0., 0.]))[source]#

Set y value of the center of the Mobject (int or float)

Parameters:
  • y (float) –

  • direction (Vector3) –

Return type:

Self

set_z(z, direction=array([0., 0., 0.]))[source]#

Set z value of the center of the Mobject (int or float)

Parameters:
  • z (float) –

  • direction (Vector3) –

Return type:

Self

set_z_index(z_index_value, family=True)[source]#

Sets the Mobject’s z_index to the value specified in z_index_value.

Parameters:
  • z_index_value (float) – The new value of z_index set.

  • family (bool) – If True, the z_index value of all submobjects is also set.

Returns:

The Mobject itself, after z_index is set. For chaining purposes. (Returns self.)

Return type:

Mobject

Examples

Example: SetZIndex

../_images/SetZIndex-1.png
from manim import *

class SetZIndex(Scene):
    def construct(self):
        text = Text('z_index = 3', color = PURE_RED).shift(UP).set_z_index(3)
        square = Square(2, fill_opacity=1).set_z_index(2)
        tex = Tex(r'zIndex = 1', color = PURE_BLUE).shift(DOWN).set_z_index(1)
        circle = Circle(radius = 1.7, color = GREEN, fill_opacity = 1) # z_index = 0

        # Displaying order is now defined by z_index values
        self.add(text)
        self.add(square)
        self.add(tex)
        self.add(circle)
class SetZIndex(Scene):
    def construct(self):
        text = Text('z_index = 3', color = PURE_RED).shift(UP).set_z_index(3)
        square = Square(2, fill_opacity=1).set_z_index(2)
        tex = Tex(r'zIndex = 1', color = PURE_BLUE).shift(DOWN).set_z_index(1)
        circle = Circle(radius = 1.7, color = GREEN, fill_opacity = 1) # z_index = 0

        # Displaying order is now defined by z_index values
        self.add(text)
        self.add(square)
        self.add(tex)
        self.add(circle)

set_z_index_by_z_Point3D()[source]#

Sets the Mobject’s z Point3D to the value of z_index.

Returns:

The Mobject itself, after z_index is set. (Returns self.)

Return type:

Mobject

shift(*vectors)[source]#

Shift by the given vectors.

Parameters:

vectors (Vector3) – Vectors to shift by. If multiple vectors are given, they are added together.

Returns:

self

Return type:

Mobject

See also

move_to()

shuffle(recursive=False)[source]#

Shuffles the list of submobjects.

Parameters:

recursive (bool) –

Return type:

None

shuffle_submobjects(*args, **kwargs)[source]#

Shuffles the order of submobjects

Examples

Example: ShuffleSubmobjectsExample

from manim import *

class ShuffleSubmobjectsExample(Scene):
    def construct(self):
        s= VGroup(*[Dot().shift(i*0.1*RIGHT) for i in range(-20,20)])
        s2= s.copy()
        s2.shuffle_submobjects()
        s2.shift(DOWN)
        self.play(Write(s), Write(s2))
class ShuffleSubmobjectsExample(Scene):
    def construct(self):
        s= VGroup(*[Dot().shift(i*0.1*RIGHT) for i in range(-20,20)])
        s2= s.copy()
        s2.shuffle_submobjects()
        s2.shift(DOWN)
        self.play(Write(s), Write(s2))

Return type:

None

sort(point_to_num_func=<function Mobject.<lambda>>, submob_func=None)[source]#

Sorts the list of submobjects by a function defined by submob_func.

Parameters:
  • point_to_num_func (Callable[[Point3D], ManimInt]) –

  • submob_func (Callable[[Mobject], ManimInt] | None) –

Return type:

Self

sort_submobjects(*args, **kwargs)[source]#

Sort the submobjects

Return type:

Self

stretch_to_fit_depth(depth, **kwargs)[source]#

Stretches the Mobject to fit a depth, not keeping width/height proportional.

Parameters:

depth (float) –

Return type:

Self

stretch_to_fit_height(height, **kwargs)[source]#

Stretches the Mobject to fit a height, not keeping width/depth proportional.

Returns:

self

Return type:

Mobject

Parameters:

height (float) –

Examples

>>> from manim import *
>>> sq = Square()
>>> sq.width
2.0
>>> sq.stretch_to_fit_height(5)
Square
>>> sq.height
5.0
>>> sq.width
2.0
stretch_to_fit_width(width, **kwargs)[source]#

Stretches the Mobject to fit a width, not keeping height/depth proportional.

Returns:

self

Return type:

Mobject

Parameters:

width (float) –

Examples

>>> from manim import *
>>> sq = Square()
>>> sq.height
2.0
>>> sq.stretch_to_fit_width(5)
Square
>>> sq.width
5.0
>>> sq.height
2.0
suspend_updating(recursive=True)[source]#

Disable updating from updaters and animations.

Parameters:

recursive (bool) – Whether to recursively suspend updating on all submobjects.

Returns:

self

Return type:

Mobject

update(dt=0, recursive=True)[source]#

Apply all updaters.

Does nothing if updating is suspended.

Parameters:
  • dt (float) – The parameter dt to pass to the update functions. Usually this is the time in seconds since the last call of update.

  • recursive (bool) – Whether to recursively update all submobjects.

Returns:

self

Return type:

Mobject

property width: float#

The width of the mobject.

Return type:

float

Examples

Example: WidthExample

from manim import *

class WidthExample(Scene):
    def construct(self):
        decimal = DecimalNumber().to_edge(UP)
        rect = Rectangle(color=BLUE)
        rect_copy = rect.copy().set_stroke(GRAY, opacity=0.5)

        decimal.add_updater(lambda d: d.set_value(rect.width))

        self.add(rect_copy, rect, decimal)
        self.play(rect.animate.set(width=7))
        self.wait()
class WidthExample(Scene):
    def construct(self):
        decimal = DecimalNumber().to_edge(UP)
        rect = Rectangle(color=BLUE)
        rect_copy = rect.copy().set_stroke(GRAY, opacity=0.5)

        decimal.add_updater(lambda d: d.set_value(rect.width))

        self.add(rect_copy, rect, decimal)
        self.play(rect.animate.set(width=7))
        self.wait()