from __init__ import install_dependencies
await install_dependencies()import math
from manim import *
%reload_ext divewidgetsManim is a powerful animation engine for mathemetics developed by 3Blue1Brown. We will use manim to domenstrate how object-oriented programming uses classes and objects to create complex animation.
Creating a scene¶
How to create an animation with manim?
In Jupyter notebook, we can use %%manim cell magic:
%%manim -qm --progress_bar=none --disable_caching --flush_cache -v ERROR HelloWorld
class HelloWorld(Scene):
def construct(self):
self.play(Write(Text("Hello, World!")))In the line starting with %%:
-qmis the alias for--quality=m, which means the video is rendered in medium quality. Change it to-ql(-qh) for low (high) quality.--progress_bar=none --disable_caching --flush_cache -v ERRORare additional configurations to turn off some features.HelloWorldis the class to render, which is defined in the body:class HelloWorld(Scene): def construct(self): ...
How to define a class?
As a toy example, the following defines a class Pet and its subclasses Cat and Dog:
%%optlite -l -h 900
class Pet:
kind = "Pet"
def __init__(self, name):
self.name = name
def make_sound(self):
pass
def __str__(self):
return f"{self.kind} {self.name}"
class Cat(Pet):
kind = "Cat"
def make_sound(self):
print("Meow")
class Dog(Pet):
kind = "Dog"
def make_sound(self):
print("Woof")
p1 = Pet("Alfie")
p2 = Dog("Bobbie")
p3, p4 = Cat("Bella"), Cat("Kelly")
print(p1, p2, p3, p4, sep=", ")
p1.make_sound()
p2.make_sound()
p3.make_sound()- Each pet has its own
namebut they sharekindfrom their class without duplicating it. - Subclasses can reuse (inherit) code from their superclass but produce different results:
- Line 28-30 calls
Pet.__init__implicitly to create pets with differentnames. - Line 31 calls
Pet.__str__implicitly to return a string containing pets’ specifickindin addition to itsname.
- Line 28-30 calls
To properly encapsulate the attributes to allow more controlled access, some built-in decorators are commonly used:
from abc import ABC, abstractmethod
class Pet(ABC):
_kind = "Pet"
def __init__(self, name):
self._name = name
@property
def name(self):
return self._name
@name.setter
def name(self, new_name):
self._name = new_name
@property
def kind(self):
return self._kind
@abstractmethod
def make_sound(self):
pass
def __str__(self):
return f"{self.kind} {self.name}"
class Cat(Pet):
_kind = "Cat"
def make_sound(self):
print("Meow")
class Dog(Pet):
_kind = "Dog"
def make_sound(self):
print("Woof")By making Pet inherit from ABC (Abstract Base Class) and defining at least one abstract method, we ensure that Pet cannot be instantiated directly:
try:
p1 = Pet("Alfie") # This will raise an error because Pet is now abstract
except TypeError as e:
print(f"TypeError: {e}")@abstractmethod is used to declare methods in a class that must be implemented by any subclass that inherits from it. This defines a common interface for the subclasses, ensuring that they all provide specific implementations of certain methods.
class Fish(Pet):
_kind = "Fish"
try:
Fish("goldie")
except TypeError as e:
print(f"TypeError: {e}")The name attribute is equipped with both a getter (@property) and a setter (@name.setter), which allows for safe renaming of the pet’s name by implementing the function name(self, new_new).
# Create pets
p2 = Dog("Bobbie")
p3, p4 = Cat("Bella"), Cat("Kelly")
print(p2, p3, p4, sep=", ")
# Rename some pets
p2.name = "Max"
p3.name = "Rex"
print(p2, p3, p4, sep=", ")On the other hand, the kind attribute is made read-only by providing only a getter method and omitting the setter. This design choice enforces the immutability of the kind attribute, ensuring that once a Pet instance (or its subclasses) is created, its type cannot be altered. This is crucial for maintaining the integrity of the object’s identity.
try:
p2.kind = "Cat"
except AttributeError as e:
print(f"TypeError: {e}")Animating an Object¶
How to add objects to a Scene?
We can create a square and add it to the scene as follows:
%%manim -qm --progress_bar=none --disable_caching --flush_cache -v ERROR BlueSquare1
class BlueSquare1(Scene):
def construct(self):
s = Square(fill_color=BLUE, color=WHITE)
self.add(s)- The square object is create using
Square,BLUEandWHITEimported frommanim. - It is then placed to to the scene using
self.addinherited fromScene.
How to animate an object?
The following shows the creation of a square:
%%manim -qm --progress_bar=none --disable_caching --flush_cache -v ERROR BlueSquare2
class BlueSquare2(Scene):
def construct(self):
s = Square(color=WHITE, fill_color=BLUE, fill_opacity=0.8)
self.play(Create(s))
self.wait()self.playplays the animationCreate(s).self.wait()creates a pause “animation”.
How to transform an object?
To scale, move, or rotate the shape:
%%manim -qm --progress_bar=none --disable_caching --flush_cache -v ERROR BlueSquare3
class BlueSquare3(Scene):
def construct(self):
s = Square(color=WHITE, fill_color=BLUE, fill_opacity=0.8)
self.play(Create(s))
self.play(s.animate.scale(1.5).rotate(PI / 4))
self.play(s.animate.move_to([-3, 0, 0]))
self.play(s.animate.move_to([3, 0, 0]))
self.play(s.animate.scale(0.5).move_to(ORIGIN).rotate(-PI / 4))
self.wait()Animating multiple objects¶
Tessellation with regular polygons
Consider tiling a 12-by-6 plane using squares:
%%manim -qm --progress_bar=none --disable_caching --flush_cache -v ERROR SquareTiling1
class SquareTiling1(Scene):
WIDTH = 12
HEIGHT = 6
EDGE = 1
def construct(self):
plane = Rectangle(width=self.WIDTH, height=self.HEIGHT)
unit = Square(color=WHITE, fill_color=BLUE, fill_opacity=0.8).scale(
self.EDGE / 2
)
self.add(plane, unit)The first line of squares can be animated as follows:
%%manim -qm --progress_bar=none --disable_caching --flush_cache -v ERROR SquareTiling2
class SquareTiling2(Scene):
WIDTH = 12
HEIGHT = 6
EDGE = 1
def construct(self):
plane = Rectangle(width=self.WIDTH, height=self.HEIGHT)
self.add(plane)
unit = Square(color=WHITE, fill_color=BLUE, fill_opacity=0.8).scale(
self.EDGE / 2
)
self.play(Create(unit))
self.play(
unit.animate.move_to(
[-self.WIDTH / 2 + self.EDGE / 2, self.HEIGHT / 2 - self.EDGE / 2, 0]
)
)
for i in range(1, self.WIDTH // self.EDGE):
self.play(unit.copy().animate.shift([i, 0, 0]), run_time=1 / i)
self.wait()We can use VGroup method to create a group of shapes.
%%manim -qm --progress_bar=none --disable_caching --flush_cache -v ERROR SquareTiling3
class SquareTiling3(Scene):
WIDTH = 12
HEIGHT = 6
EDGE = 1
def construct(self):
plane = Rectangle(width=self.WIDTH, height=self.HEIGHT)
self.add(plane)
unit = Square(color=WHITE, fill_color=BLUE, fill_opacity=0.8).scale(
self.EDGE / 2
)
self.play(Create(unit))
self.play(
unit.animate.move_to(
[-self.WIDTH / 2 + self.EDGE / 2, self.HEIGHT / 2 - self.EDGE / 2, 0]
)
)
for i in range(1, math.floor(self.WIDTH / self.EDGE)):
self.play(unit.copy().animate.shift([i * self.EDGE, 0, 0]), run_time=1 / i)
line = VGroup(
*[
unit.copy().shift([i * self.EDGE, 0, 0])
for i in range(math.floor(self.WIDTH / self.EDGE))
]
)
for i in range(1, math.floor(self.HEIGHT / self.EDGE)):
self.play(line.copy().animate.shift([0, -i * self.EDGE, 0]), run_time=1 / i)
self.wait()