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:
ManimCompatMobA 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
intnumbers 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
Dotin 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
RightAnglefor more information and a shorthand.**kwargs (Any) – Further keyword arguments that are passed to the constructor of
ArcorElbow.
Methods
Attributes
animation_managerThis mob's scene-owned animation manager.
basisThe Mob's orientation and scale, as a flattened 3x3 matrix of shape
(*, 9).casts_shadowsWhether this Mob's geometry blocks light on its way from a light source to another surface -- whether it casts a shadow.
childrenThe Mobs attached below this one, in attachment order.
closed_shellWhether this Mob's triangles form a CLOSED shell -- every camera ray that enters the geometry crosses a second time on its way out.
draws_descendantsWhether
get_render_primitivesreturns geometry belonging to this Mob's DESCENDANTS as well as its own.forwardGet the direction the Mob is facing.
lifespanThis mob's [spawn, despawn) interval on its Scene timeline (a
Lifespan).locationThe Mob's position in world space, shape
(*, 3).normalized_basisThe Mob's orientation with scale divided out, shape
(*, 9).parentsThe Mobs this one is attached to, in attachment order.
receives_shadowsWhether this Mob's surfaces are darkened by shadows cast onto them.
rightGet the Mob's own rightward direction.
scale_coefficientThe Mob's scale along its own right, up and forward axes, shape
(*, 3).stroke_colorThe color of the circuit's border stroke.
two_sidedWhether this Mob's geometry should be lit from whichever side the ray arrives on.
upGet the Mob's own upward direction.
xThe Mob's x coordinate in world units, shape
(*, 1).xyThe Mob's x and y coordinates in world units, shape
(*, 2).yThe Mob's y coordinate in world units, shape
(*, 1).zThe Mob's z coordinate in world units, shape
(*, 1).z_indexWhich of two exactly coplanar circuits draws in front (higher wins).