DashedVMobject

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

class DashedVMobject(vmobject, num_dashes=15, dashed_ratio=0.5, dash_offset=0, color=ManimColor('#FFFFFF'), equal_lengths=True, **kwargs)

Bases: ManimCompatMob

A VMobject composed of dashes instead of lines.

Parameters:
  • vmobject (VMobject) – The object that will get dashed

  • num_dashes (int) – Number of dashes to add.

  • dashed_ratio (float) – Ratio of dash to empty space.

  • dash_offset (float) – Shifts the starting point of dashes along the path. Value 1 shifts by one full dash length.

  • equal_lengths (bool) – If True, dashes will be (approximately) equally long. If False, dashes will be split evenly in the curve’s input t variable (legacy behavior).

  • color (ManimColor)

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).