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: ManimCompatMob

A 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) – True if should add backgraound rectangles to entries, by default False.

  • include_background_rectangle (bool) – True if should include background rectangle, by default False.

  • 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) – True if should stretch the brackets to fit the height of matrix contents, by default True.

  • bracket_config (dict) – Additional arguments to be passed to MathTex when constructing the brackets.

  • 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).