VMobject¶
Qualified name: algan.mobs.manim\_compat.VMobject
- class VMobject(fill_color=None, fill_opacity=0.0, stroke_color=None, stroke_opacity=1.0, stroke_width=4, background_stroke_color=ManimColor('#000000'), background_stroke_opacity=1.0, background_stroke_width=0, sheen_factor=0.0, joint_type=None, sheen_direction=array([-1., 1., 0.]), close_new_points=False, pre_function_handle_to_anchor_scale_factor=0.01, make_smooth_after_applying_functions=False, background_image=None, shade_in_3d=False, tolerance_for_point_equality=1e-06, n_points_per_cubic_curve=4, cap_style=CapStyleType.AUTO, **kwargs)¶
Bases:
ManimCompatMobA vectorized mobject.
- Parameters:
background_stroke_color (ParsableManimColor | None) – The purpose of background stroke is to have something that won’t overlap fill, e.g. For text against some textured background.
sheen_factor (float) – When a color c is set, there will be a second color computed based on interpolating c to WHITE by with sheen_factor, and the display will gradient to this secondary color in the direction of sheen_direction.
close_new_points (bool) – Indicates that it will not be displayed, but that it should count in parent mobject’s path
tolerance_for_point_equality (float) – This is within a pixel
joint_type (LineJointType | None) – The line joint type used to connect the curve segments of this vectorized mobject. See
LineJointTypefor options.fill_color (ParsableManimColor | None)
fill_opacity (float)
stroke_color (ParsableManimColor | None)
stroke_opacity (float)
stroke_width (float)
background_stroke_opacity (float)
background_stroke_width (float)
sheen_direction (Vector3DLike)
pre_function_handle_to_anchor_scale_factor (float)
make_smooth_after_applying_functions (bool)
background_image (Image | str | None)
shade_in_3d (bool)
n_points_per_cubic_curve (int)
cap_style (CapStyleType)
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).