Dot¶
Qualified name: algan.mobs.shapes\_2d.Dot
- class Dot(location=tensor([0., 0., 0.]), radius=0.08, stroke_width=0, fill_opacity=1.0, color=Color([1., 1., 1., 0., 1.]), **kwargs)[source]¶
Bases:
CircleA small filled
Circle, for marking a point.- Parameters:
location – Where to put it, shape
(*, 3)in world units. Defaults toORIGIN(the centre of the scene). The same name aslocation, which is what it sets.radius – Radius in world units. Defaults to
0.08– small enough to read as a marker beside shapes of unit size.stroke_width – Width of the outline, in world units. Defaults to
0: a dot is solid fill with no border.fill_opacity – Opacity of the fill, from
0(invisible) to1(opaque). Defaults to1.0.color – An Algan
Color, a named constant such asBLUE, or anythingColor()accepts. Defaults toWHITE.**kwargs – Passed to
Circleand on toBezierCircuitCubic.
Examples
Three dots marking the corners of a triangle:
Example: Example1Dot ¶
from algan import * for position in (UP, LEFT + DOWN, RIGHT + DOWN): Dot(location=position, radius=0.15, color=BLUE).spawn() Scene.save_video()
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.
radiusreceives_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).