Angle

Qualified name: algan.mobs.manim\_compat.Angle

class Angle(line1, line2, radius=None, quadrant=(1, 1), other_angle=False, dot=False, dot_radius=None, dot_distance=0.55, dot_color=ManimColor('#FFFFFF'), elbow=False, **kwargs)

Bases: ManimCompatMob

A circular arc or elbow-type mobject representing an angle of two lines.

Parameters:
  • line1 (Line) – The first line.

  • line2 (Line) – The second line.

  • radius (float | None) – The radius of the Arc.

  • quadrant (AngleQuadrant) – A sequence of two int numbers determining which of the 4 quadrants should be used. The first value indicates whether to anchor the arc on the first line closer to the end point (1) or start point (-1), and the second value functions similarly for the end (1) or start (-1) of the second line. Possibilities: (1,1), (-1,1), (1,-1), (-1,-1).

  • other_angle (bool) – Toggles between the two possible angles defined by two points and an arc center. If set to False (default), the arc will always go counterclockwise from the point on line1 until the point on line2 is reached. If set to True, the angle will go clockwise from line1 to line2.

  • dot (bool) – Allows for a Dot in the arc. Mainly used as an convention to indicate a right angle. The dot can be customized in the next three parameters.

  • dot_radius (float | None) – The radius of the Dot. If not specified otherwise, this radius will be 1/10 of the arc radius.

  • dot_distance (float) – Relative distance from the center to the arc: 0 puts the dot in the center and 1 on the arc itself.

  • dot_color (ParsableManimColor) – The color of the Dot.

  • elbow (bool) – Produces an elbow-type mobject indicating a right angle, see RightAngle for more information and a shorthand.

  • **kwargs (Any) – Further keyword arguments that are passed to the constructor of Arc or Elbow.

Methods

Attributes

animation_manager

This mob's scene-owned animation manager.

basis

The Mob's orientation and scale, as a flattened 3x3 matrix of shape (*, 9).

casts_shadows

Whether this Mob's geometry blocks light on its way from a light source to another surface -- whether it casts a shadow.

children

The Mobs attached below this one, in attachment order.

closed_shell

Whether this Mob's triangles form a CLOSED shell -- every camera ray that enters the geometry crosses a second time on its way out.

draws_descendants

Whether get_render_primitives returns geometry belonging to this Mob's DESCENDANTS as well as its own.

forward

Get the direction the Mob is facing.

lifespan

This mob's [spawn, despawn) interval on its Scene timeline (a Lifespan).

location

The Mob's position in world space, shape (*, 3).

normalized_basis

The Mob's orientation with scale divided out, shape (*, 9).

parents

The Mobs this one is attached to, in attachment order.

receives_shadows

Whether this Mob's surfaces are darkened by shadows cast onto them.

right

Get the Mob's own rightward direction.

scale_coefficient

The Mob's scale along its own right, up and forward axes, shape (*, 3).

stroke_color

The color of the circuit's border stroke.

two_sided

Whether this Mob's geometry should be lit from whichever side the ray arrives on.

up

Get the Mob's own upward direction.

x

The Mob's x coordinate in world units, shape (*, 1).

xy

The Mob's x and y coordinates in world units, shape (*, 2).

y

The Mob's y coordinate in world units, shape (*, 1).

z

The Mob's z coordinate in world units, shape (*, 1).

z_index

Which of two exactly coplanar circuits draws in front (higher wins).