Surface¶
Qualified name: algan.mobs.manim\_compat.Surface
- class Surface(func, u_range=(0, 1), v_range=(0, 1), resolution=32, surface_piece_config={}, fill_color=ManimColor('#29ABCA'), fill_opacity=1.0, checkerboard_colors=[ManimColor('#29ABCA'), ManimColor('#236B8E')], stroke_color=ManimColor('#BBBBBB'), stroke_width=0.5, should_make_jagged=False, pre_function_handle_to_anchor_scale_factor=1e-05, **kwargs)¶
Bases:
ManimCompatMobCreates a Parametric Surface using a checkerboard pattern.
- Parameters:
func (Callable[[float, float], np.ndarray]) – The function defining the
Surface.u_range (tuple[float, float]) – The range of the
uvariable:(u_min, u_max).v_range (tuple[float, float]) – The range of the
vvariable:(v_min, v_max).resolution (int | Sequence[int]) – The number of samples taken of the
Surface. A tuple can be used to define different resolutions foruandvrespectively.fill_color (ParsableManimColor) – The color of the
Surface. Ignored ifcheckerboard_colorsis set.fill_opacity (float) – The opacity of the
Surface, from 0 being fully transparent to 1 being fully opaque. Defaults to 1.checkerboard_colors (Iterable[ParsableManimColor] | Literal[False]) – ng individual faces alternating colors. Overrides
fill_color.stroke_color (ParsableManimColor) – Color of the stroke surrounding each face of
Surface.stroke_width (float) – Width of the stroke surrounding each face of
Surface. Defaults to 0.5.should_make_jagged (bool) – Changes the anchor mode of the Bézier curves from smooth to jagged. Defaults to
False.surface_piece_config (dict)
pre_function_handle_to_anchor_scale_factor (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).