DecimalNumber¶
Qualified name: algan.mobs.manim\_compat.DecimalNumber
- class DecimalNumber(number=0, num_decimal_places=2, mob_class=<class 'algan.external_libraries.manim.mobject.text.tex_mobject.MathTex'>, include_sign=False, group_with_commas=True, digit_buff_per_font_unit=0.001, show_ellipsis=False, unit=None, unit_buff_per_font_unit=0, include_background_rectangle=False, edge_to_fix=array([-1., 0., 0.]), font_size=48, stroke_width=0, fill_opacity=1.0, **kwargs)¶
Bases:
ManimCompatMobAn mobject representing a decimal number.
- Parameters:
number (float) – The numeric value to be displayed. It can later be modified using
set_value().num_decimal_places (int) – The number of decimal places after the decimal separator. Values are automatically rounded.
mob_class (type[SingleStringMathTex]) – The class for rendering digits and units, by default
MathTex.include_sign (bool) – Set to
Trueto include a sign for positive numbers and zero.group_with_commas (bool) – When
Truethousands groups are separated by commas for readability.digit_buff_per_font_unit (float) – Additional spacing between digits. Scales with font size.
show_ellipsis (bool) – When a number has been truncated by rounding, indicate with an ellipsis (
...).unit (str | None) – A unit string which can be placed to the right of the numerical values.
unit_buff_per_font_unit (float) – An additional spacing between the numerical values and the unit. A value of
unit_buff_per_font_unit=0.003gives a decent spacing. Scales with font size.include_background_rectangle (bool) – Adds a background rectangle to increase contrast on busy scenes.
edge_to_fix (Vector3DLike) – Assuring right- or left-alignment of the full object.
font_size (float) – Size of the font.
stroke_width (float)
fill_opacity (float)
kwargs (Any)
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).