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: ManimCompatMob

An 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 True to include a sign for positive numbers and zero.

  • group_with_commas (bool) – When True thousands 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=0.003 gives 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_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).