Matrix¶
Qualified name: algan.mobs.manim\_compat.Matrix
- class Matrix(matrix, v_buff=0.8, h_buff=1.3, bracket_h_buff=0.25, bracket_v_buff=0.25, add_background_rectangles_to_entries=False, include_background_rectangle=False, element_to_mobject=<class 'algan.external_libraries.manim.mobject.text.tex_mobject.MathTex'>, element_to_mobject_config={}, element_alignment_corner=array([ 1., -1., 0.]), left_bracket='[', right_bracket=']', stretch_brackets=True, bracket_config={}, **kwargs)¶
Bases:
ManimCompatMobA mobject that displays a matrix on the screen.
- Parameters:
matrix (Iterable[Iterable[Any] | Vector2DLike]) – A numpy 2d array or list of lists.
v_buff (float) – Vertical distance between elements, by default 0.8.
h_buff (float) – Horizontal distance between elements, by default 1.3.
bracket_h_buff (float) – Distance of the brackets from the matrix, by default
MED_SMALL_BUFF.bracket_v_buff (float) – Height of the brackets, by default
MED_SMALL_BUFF.add_background_rectangles_to_entries (bool) –
Trueif should add backgraound rectangles to entries, by defaultFalse.include_background_rectangle (bool) –
Trueif should include background rectangle, by defaultFalse.element_to_mobject (type[VMobject] | Callable[..., VMobject]) – The mobject class used to construct the elements, by default
MathTex.element_to_mobject_config (dict[str, Any]) – Additional arguments to be passed to the constructor in
element_to_mobject, by default{}.element_alignment_corner (Vector3DLike) – The corner to which elements are aligned, by default
DR.left_bracket (str) – The left bracket type, by default
"[".right_bracket (str) – The right bracket type, by default
"]".stretch_brackets (bool) –
Trueif should stretch the brackets to fit the height of matrix contents, by defaultTrue.bracket_config (dict) – Additional arguments to be passed to
MathTexwhen constructing the brackets.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).