| A deep dive into Manim's internals |
| ================================== |
|
|
| **Author:** `Benjamin Hackl <https: |
|
|
| .. admonition:: Disclaimer |
|
|
| This guide reflects the state of the library as of version ``v0.16.0`` |
| and primarily treats the Cairo renderer. The situation in the latest |
| version of Manim might be different; in case of substantial deviations |
| we will add a note below. |
|
|
| Introduction |
| ------------ |
|
|
| Manim can be a wonderful library, if it behaves the way you would like it to, |
| and/or the way you expect it to. Unfortunately, this is not always the case |
| (as you probably know if you have played with some manimations yourself already). |
| To understand where things *go wrong*, digging through the library's source code |
| is sometimes the only option -- but in order to do that, you need to know where |
| to start digging. |
|
|
| This article is intended as some sort of life line through the render process. |
| We aim to give an appropriate amount of detail describing what happens when |
| Manim reads your scene code and produces the corresponding animation. Throughout |
| this article, we will focus on the following toy example:: |
|
|
| from manim import * |
| |
| class ToyExample(Scene): |
| def construct(self): |
| orange_square = Square(color=ORANGE, fill_opacity=0.5) |
| blue_circle = Circle(color=BLUE, fill_opacity=0.5) |
| self.add(orange_square) |
| self.play(ReplacementTransform(orange_square, blue_circle, run_time=3)) |
| small_dot = Dot() |
| small_dot.add_updater(lambda mob: mob.next_to(blue_circle, DOWN)) |
| self.play(Create(small_dot)) |
| self.play(blue_circle.animate.shift(RIGHT)) |
| self.wait() |
| self.play(FadeOut(blue_circle, small_dot)) |
|
|
| Before we go into details or even look at the rendered output of this scene, |
| let us first describe verbally what happens in this *manimation*. In the first |
| three lines of the ``construct`` method, a :class:`.Square` and a :class:`.Circle` |
| are initialized, then the square is added to the scene. The first frame of the |
| rendered output should thus show an orange square. |
|
|
| Then the actual animations happen: the square first transforms into a circle, |
| then a :class:`.Dot` is created (Where do you guess the dot is located when |
| it is first added to the scene? Answering this already requires detailed |
| knowledge about the render process.). The dot has an updater attached to it, and |
| as the circle moves right, the dot moves with it. In the end, all mobjects are |
| faded out. |
|
|
| Actually rendering the code yields the following video: |
|
|
| .. manim:: ToyExample |
| :hide_source: |
|
|
| class ToyExample(Scene): |
| def construct(self): |
| orange_square = Square(color=ORANGE, fill_opacity=0.5) |
| blue_circle = Circle(color=BLUE, fill_opacity=0.5) |
| self.add(orange_square) |
| self.play(ReplacementTransform(orange_square, blue_circle, run_time=3)) |
| small_dot = Dot() |
| small_dot.add_updater(lambda mob: mob.next_to(blue_circle, DOWN)) |
| self.play(Create(small_dot)) |
| self.play(blue_circle.animate.shift(RIGHT)) |
| self.wait() |
| self.play(FadeOut(blue_circle, small_dot)) |
|
|
|
|
| For this example, the output (fortunately) coincides with our expectations. |
|
|
| Overview |
| -------- |
|
|
| Because there is a lot of information in this article, here is a brief overview |
| discussing the contents of the following chapters on a very high level. |
|
|
| - `Preliminaries`_: In this chapter we unravel all the steps that take place |
| to prepare a scene for rendering; right until the point where the user-overridden |
| ``construct`` method is ran. This includes a brief discussion on using Manim's CLI |
| versus other means of rendering (e.g., via Jupyter notebooks, or in your Python |
| script by calling the :meth:`.Scene.render` method yourself). |
| - `Mobject Initialization`_: For the second chapter we dive into creating and handling |
| Mobjects, the basic elements that should be displayed in our scene. |
| We discuss the :class:`.Mobject` base class, how there are essentially |
| three different types of Mobjects, and then discuss the most important of them, |
| vectorized Mobjects. In particular, we describe the internal point data structure |
| that governs how the mechanism responsible for drawing the vectorized Mobject |
| to the screen sets the corresponding Bézier curves. We conclude the chapter |
| with a tour into :meth:`.Scene.add`, the bookkeeping mechanism controlling which |
| mobjects should be rendered. |
| - `Animations and the Render Loop`_: And finally, in the last chapter we walk |
| through the instantiation of :class:`.Animation` objects (the blueprints that |
| hold information on how Mobjects should be modified when the render loop runs), |
| followed by a investigation of the infamous :meth:`.Scene.play` call. We will |
| see that there are three relevant parts in a :meth:`.Scene.play` call; |
| a part in which the passed animations and keyword arguments are processed |
| and prepared, followed by the actual "render loop" in which the library |
| steps through a time line and renders frame by frame. The final part |
| does some post-processing to save a short video segment ("partial movie file") |
| and cleanup for the next call to :meth:`.Scene.play`. In the end, after all of |
| :meth:`.Scene.construct` has been run, the library combines the partial movie |
| files to one video. |
|
|
| And with that, let us get *in medias res*. |
|
|
| Preliminaries |
| ------------- |
|
|
| Importing the library |
| ^^^^^^^^^^^^^^^^^^^^^ |
|
|
| Independent of how exactly you are telling your system |
| to render the scene, i.e., whether you run ``manim -qm -p file_name.py ToyExample``, or |
| whether you are rendering the scene directly from the Python script via a snippet |
| like |
|
|
| :: |
|
|
| with tempconfig({"quality": "medium_quality", "preview": True}): |
| scene = ToyExample() |
| scene.render() |
|
|
| or whether you are rendering the code in a Jupyter notebook, you are still telling your |
| python interpreter to import the library. The usual pattern used to do this is |
|
|
| :: |
|
|
| from manim import * |
| |
| which (while being a debatable strategy in general) imports a lot of classes and |
| functions shipped with the library and makes them available in your global name space. |
| I explicitly avoided stating that it imports **all** classes and functions of the |
| library, because it does not do that: Manim makes use of the practice described |
| in `Section 6.4.1 of the Python tutorial <https: |
| and all module members that should be exposed to the user upon running the ``*``-import |
| are explicitly declared in the ``__all__`` variable of the module. |
|
|
| Manim also uses this strategy internally: taking a peek at the file that is run when |
| the import is called, ``__init__.py`` (see |
| `here <https: |
| you will notice that most of the code in that module is concerned with importing |
| members from various different submodules, again using ``*``-imports. |
|
|
| .. hint:: |
|
|
| If you would ever contribute a new submodule to Manim, the main |
| ``__init__.py`` is where it would have to be listed in order to make its |
| members accessible to users after importing the library. |
|
|
| In that file, there is one particular import at the beginning of the file however, |
| namely:: |
|
|
| from ._config import * |
| |
| This initializes Manim's global configuration system, which is used in various places |
| throughout the library. After the library runs this line, the current configuration |
| options are set. The code in there takes care of reading the options in your ``.cfg`` |
| files (all users have at least the global one that is shipped with the library) |
| as well as correctly handling command line arguments (if you used the CLI to render). |
|
|
| You can read more about the config system in the |
| :doc:`corresponding thematic guide </guides/configuration>`, and if you are interested in learning |
| more about the internals of the configuration system and how it is initialized, |
| follow the code flow starting in `the config module's init file |
| <https: |
|
|
| Now that the library is imported, we can turn our attention to the next step: |
| reading your scene code (which is not particularly exciting, Python just creates |
| a new class ``ToyExample`` based on our code; Manim is virtually not involved |
| in that step, with the exception that ``ToyExample`` inherits from ``Scene``). |
|
|
| However, with the ``ToyExample`` class created and ready to go, there is a new |
| excellent question to answer: how is the code in our ``construct`` method |
| actually executed? |
|
|
| Scene instantiation and rendering |
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ |
|
|
| The answer to this question depends on how exactly you are running the code. |
| To make things a bit clearer, let us first consider the case that you |
| have created a file ``toy_example.py`` which looks like this:: |
|
|
| from manim import * |
| |
| class ToyExample(Scene): |
| def construct(self): |
| orange_square = Square(color=ORANGE, fill_opacity=0.5) |
| blue_circle = Circle(color=BLUE, fill_opacity=0.5) |
| self.add(orange_square) |
| self.play(ReplacementTransform(orange_square, blue_circle, run_time=3)) |
| small_dot = Dot() |
| small_dot.add_updater(lambda mob: mob.next_to(blue_circle, DOWN)) |
| self.play(Create(small_dot)) |
| self.play(blue_circle.animate.shift(RIGHT)) |
| self.wait() |
| self.play(FadeOut(blue_circle, small_dot)) |
|
|
| with tempconfig({"quality": "medium_quality", "preview": True}): |
| scene = ToyExample() |
| scene.render() |
|
|
| With such a file, the desired scene is rendered by simply running this Python |
| script via ``python toy_example.py``. Then, as described above, the library |
| is imported and Python has read and defined the ``ToyExample`` class (but, |
| read carefully: *no instance of this class has been created yet*). |
|
|
| At this point, the interpreter is about to enter the ``tempconfig`` context |
| manager. Even if you have not seen Manim's ``tempconfig`` before, its name |
| already suggests what it does: it creates a copy of the current state of the |
| configuration, applies the changes to the key-value pairs in the passed |
| dictionary, and upon leaving the context the original version of the |
| configuration is restored. TL;DR: it provides a fancy way of temporarily setting |
| configuration options. |
|
|
| Inside the context manager, two things happen: an actual ``ToyExample``-scene |
| object is instantiated, and the ``render`` method is called. Every way of using |
| Manim ultimately does something along of these lines, the library always instantiates |
| the scene object and then calls its ``render`` method. To illustrate that this |
| really is the case, let us briefly look at the two most common ways of rendering |
| scenes: |
|
|
| **Command Line Interface.** When using the CLI and running the command |
| ``manim -qm -p toy_example.py ToyExample`` in your terminal, the actual |
| entry point is Manim's ``__main__.py`` file (located |
| `here <https: |
| Manim uses `Click <https: |
| the command line interface, and the corresponding code is located in Manim's |
| ``cli`` module (https: |
| The corresponding code creating the scene class and calling its render method |
| is located `here <https: |
|
|
| **Jupyter notebooks.** In Jupyter notebooks, the communication with the library |
| is handled by the ``%%manim`` magic command, which is implemented in the |
| ``manim.utils.ipython_magic`` module. There is |
| :meth:`some documentation <.ManimMagic.manim>` available for the magic command, |
| and the code creating the scene class and calling its render method is located |
| `here <https: |
|
|
|
|
| Now that we know that either way, a :class:`.Scene` object is created, let us investigate |
| what Manim does when that happens. When instantiating our scene object |
|
|
| :: |
|
|
| scene = ToyExample() |
|
|
| the ``Scene.__init__`` method is called, given that we did not implement our own initialization |
| method. Inspecting the corresponding code (see |
| `here <https: |
| reveals that ``Scene.__init__`` first sets several attributes of the scene objects that do not |
| depend on any configuration options set in ``config``. Then the scene inspects the value of |
| ``config.renderer``, and based on its value, either instantiates a ``CairoRenderer`` or an |
| ``OpenGLRenderer`` object and assigns it to its ``renderer`` attribute. |
|
|
| The scene then asks its renderer to initialize the scene by calling |
|
|
| :: |
|
|
| self.renderer.init_scene(self) |
|
|
| Inspecting both the default Cairo renderer and the OpenGL renderer shows that the ``init_scene`` |
| method effectively makes the renderer instantiate a :class:`.SceneFileWriter` object, which |
| basically is Manim's interface to ``libav`` (FFMPEG) and actually writes the movie file. The Cairo |
| renderer (see the implementation `here <https: |
| does some additional setup to enable the realtime rendering preview window, which we do not go |
| into detail further here. |
|
|
| .. warning:: |
|
|
| Currently, there is a lot of interplay between a scene and its renderer. This is a flaw |
| in Manim's current architecture, and we are working on reducing this interdependency to |
| achieve a less convoluted code flow. |
|
|
| After the renderer has been instantiated and initialized its file writer, the scene populates |
| further initial attributes (notable mention: the ``mobjects`` attribute which keeps track |
| of the mobjects that have been added to the scene). It is then done with its instantiation |
| and ready to be rendered. |
|
|
| The rest of this article is concerned with the last line in our toy example script:: |
|
|
| scene.render() |
|
|
| This is where the actual magic happens. |
|
|
| Inspecting the `implementation of the render method <https: |
| reveals that there are several hooks that can be used for pre- or postprocessing |
| a scene. Unsurprisingly, :meth:`.Scene.render` describes the full *render cycle* |
| of a scene. During this life cycle, there are three custom methods whose base |
| implementation is empty and that can be overwritten to suit your purposes. In |
| the order they are called, these customizable methods are: |
|
|
| - :meth:`.Scene.setup`, which is intended for preparing and, well, *setting up* |
| the scene for your animation (e.g., adding initial mobjects, assigning custom |
| attributes to your scene class, etc.), |
| - :meth:`.Scene.construct`, which is the *script* for your screen play and |
| contains programmatic descriptions of your animations, and |
| - :meth:`.Scene.tear_down`, which is intended for any operations you might |
| want to run on the scene after the last frame has already been rendered |
| (for example, this could run some code that generates a custom thumbnail |
| for the video based on the state of the objects in the scene -- this |
| hook is more relevant for situations where Manim is used within other |
| Python scripts). |
|
|
| After these three methods are run, the animations have been fully rendered, |
| and Manim calls :meth:`.CairoRenderer.scene_finished` to gracefully |
| complete the rendering process. This checks whether any animations have been |
| played -- and if so, it tells the :class:`.SceneFileWriter` to close the output |
| file. If not, Manim assumes that a static image should be output |
| which it then renders using the same strategy by calling the render loop |
| (see below) once. |
|
|
| **Back in our toy example,** the call to :meth:`.Scene.render` first |
| triggers :meth:`.Scene.setup` (which only consists of ``pass``), followed by |
| a call of :meth:`.Scene.construct`. At this point, our *animation script* |
| is run, starting with the initialization of ``orange_square``. |
|
|
|
|
| Mobject Initialization |
| ---------------------- |
|
|
| Mobjects are, in a nutshell, the Python objects that represent all the |
| *things* we want to display in our scene. Before we follow our debugger |
| into the depths of mobject initialization code, it makes sense to |
| discuss Manim's different types of Mobjects and their basic data |
| structure. |
|
|
| What even is a Mobject? |
| ^^^^^^^^^^^^^^^^^^^^^^^ |
|
|
| :class:`.Mobject` stands for *mathematical object* or *Manim object* |
| (depends on who you ask 😄). The Python class :class:`.Mobject` is |
| the base class for all objects that should be displayed on screen. |
| Looking at the `initialization method |
| <https: |
| of :class:`.Mobject`, you will find that not too much happens in there: |
|
|
| - some initial attribute values are assigned, like ``name`` (which makes the |
| render logs mention the name of the mobject instead of its type), |
| ``submobjects`` (initially an empty list), ``color``, and some others. |
| - Then, two methods related to *points* are called: ``reset_points`` |
| followed by ``generate_points``, |
| - and finally, ``init_colors`` is called. |
|
|
| Digging deeper, you will find that :meth:`.Mobject.reset_points` simply |
| sets the ``points`` attribute of the mobject to an empty NumPy vector, |
| while the other two methods, :meth:`.Mobject.generate_points` and |
| :meth:`.Mobject.init_colors` are just implemented as ``pass``. |
|
|
| This makes sense: :class:`.Mobject` is not supposed to be used as |
| an *actual* object that is displayed on screen; in fact the camera |
| (which we will discuss later in more detail; it is the class that is, |
| for the Cairo renderer, responsible for "taking a picture" of the |
| current scene) does not process "pure" :class:`Mobjects <.Mobject>` |
| in any way, they *cannot* even appear in the rendered output. |
|
|
| This is where different types of mobjects come into play. Roughly |
| speaking, the Cairo renderer setup knows three different types of |
| mobjects that can be rendered: |
|
|
| - :class:`.ImageMobject`, which represent images that you can display |
| in your scene, |
| - :class:`.PMobject`, which are very special mobjects used to represent |
| point clouds; we will not discuss them further in this guide, |
| - :class:`.VMobject`, which are *vectorized mobjects*, that is, mobjects |
| that consist of points that are connected via curves. These are pretty |
| much everywhere, and we will discuss them in detail in the next section. |
| |
| ... and what are VMobjects? |
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^ |
|
|
| As just mentioned, :class:`VMobjects <.VMobject>` represent vectorized |
| mobjects. To render a :class:`.VMobject`, the camera looks at the |
| ``points`` attribute of a :class:`.VMobject` and divides it into sets |
| of four points each. Each of these sets is then used to construct a |
| cubic Bézier curve with the first and last entry describing the |
| end points of the curve ("anchors"), and the second and third entry |
| describing the control points in between ("handles"). |
|
|
| .. hint:: |
| To learn more about Bézier curves, take a look at the excellent |
| online textbook `A Primer on Bézier curves <https: |
| by `Pomax <https: |
| cubic Bézier curves `in §1 <https: |
| the red and yellow points are "anchors", and the green and blue |
| points are "handles". |
|
|
| In contrast to :class:`.Mobject`, :class:`.VMobject` can be displayed |
| on screen (even though, technically, it is still considered a base class). |
| To illustrate how points are processed, consider the following short example |
| of a :class:`.VMobject` with 8 points (and thus made out of 8/4 = 2 cubic |
| Bézier curves). The resulting :class:`.VMobject` is drawn in green. |
| The handles are drawn as red dots with a line to their closest anchor. |
|
|
| .. manim:: VMobjectDemo |
| :save_last_frame: |
|
|
| class VMobjectDemo(Scene): |
| def construct(self): |
| plane = NumberPlane() |
| my_vmobject = VMobject(color=GREEN) |
| my_vmobject.points = [ |
| np.array([-2, -1, 0]), # start of first curve |
| np.array([-3, 1, 0]), |
| np.array([0, 3, 0]), |
| np.array([1, 3, 0]), # end of first curve |
| np.array([1, 3, 0]), # start of second curve |
| np.array([0, 1, 0]), |
| np.array([4, 3, 0]), |
| np.array([4, -2, 0]), # end of second curve |
| ] |
| handles = [ |
| Dot(point, color=RED) for point in |
| [[-3, 1, 0], [0, 3, 0], [0, 1, 0], [4, 3, 0]] |
| ] |
| handle_lines = [ |
| Line( |
| my_vmobject.points[ind], |
| my_vmobject.points[ind+1], |
| color=RED, |
| stroke_width=2 |
| ) for ind in range(0, len(my_vmobject.points), 2) |
| ] |
| self.add(plane, *handles, *handle_lines, my_vmobject) |
|
|
|
|
| .. warning:: |
| Manually setting the points of your :class:`.VMobject` is usually |
| discouraged; there are specialized methods that can take care of |
| that for you -- but it might be relevant when implementing your own, |
| custom :class:`.VMobject`. |
|
|
|
|
|
|
| Squares and Circles: back to our Toy Example |
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ |
|
|
| With a basic understanding of different types of mobjects, |
| and an idea of how vectorized mobjects are built we can now |
| come back to our toy example and the execution of the |
| :meth:`.Scene.construct` method. In the first two lines |
| of our animation script, the ``orange_square`` and the |
| ``blue_circle`` are initialized. |
|
|
| When creating the orange square by running |
|
|
| :: |
|
|
| Square(color=ORANGE, fill_opacity=0.5) |
|
|
| the initialization method of :class:`.Square`, |
| ``Square.__init__``, is called. `Looking at the |
| implementation <https: |
| we can see that the ``side_length`` attribute of the square is set, |
| and then |
|
|
| :: |
|
|
| super().__init__(height=side_length, width=side_length, **kwargs) |
|
|
| is called. This ``super`` call is the Python way of calling the |
| initialization function of the parent class. As :class:`.Square` |
| inherits from :class:`.Rectangle`, the next method called |
| is ``Rectangle.__init__``. There, only the first three lines |
| are really relevant for us:: |
|
|
| super().__init__(UR, UL, DL, DR, color=color, **kwargs) |
| self.stretch_to_fit_width(width) |
| self.stretch_to_fit_height(height) |
|
|
| First, the initialization function of the parent class of |
| :class:`.Rectangle` -- :class:`.Polygon` -- is called. The |
| four positional arguments passed are the four corners of |
| the polygon: ``UR`` is up right (and equal to ``UP + RIGHT``), |
| ``UL`` is up left (and equal to ``UP + LEFT``), and so forth. |
| Before we follow our debugger deeper, let us observe what |
| happens with the constructed polygon: the remaining two lines |
| stretch the polygon to fit the specified width and height |
| such that a rectangle with the desired measurements is created. |
|
|
| The initialization function of :class:`.Polygon` is particularly |
| simple, it only calls the initialization function of its parent |
| class, :class:`.Polygram`. There, we have almost reached the end |
| of the chain: :class:`.Polygram` inherits from :class:`.VMobject`, |
| whose initialization function mainly sets the values of some |
| attributes (quite similar to ``Mobject.__init__``, but more specific |
| to the Bézier curves that make up the mobject). |
|
|
| After calling the initialization function of :class:`.VMobject`, |
| the constructor of :class:`.Polygram` also does something somewhat |
| odd: it sets the points (which, you might remember above, should |
| actually be set in a corresponding ``generate_points`` method |
| of :class:`.Polygram`). |
|
|
| .. warning:: |
| In several instances, the implementation of mobjects does |
| not really stick to all aspects of Manim's interface. This |
| is unfortunate, and increasing consistency is something |
| that we actively work on. Help is welcome! |
|
|
| Without going too much into detail, :class:`.Polygram` sets its |
| ``points`` attribute via :meth:`.VMobject.start_new_path`, |
| :meth:`.VMobject.add_points_as_corners`, which take care of |
| setting the quadruples of anchors and handles appropriately. |
| After the points are set, Python continues to process the |
| call stack until it reaches the method that was first called; |
| the initialization method of :class:`.Square`. After this, |
| the square is initialized and assigned to the ``orange_square`` |
| variable. |
|
|
| The initialization of ``blue_circle`` is similar to the one of |
| ``orange_square``, with the main difference being that the inheritance |
| chain of :class:`.Circle` is different. Let us briefly follow the trace |
| of the debugger: |
|
|
| The implementation of :meth:`.Circle.__init__` immediately calls |
| the initialization method of :class:`.Arc`, as a circle in Manim |
| is simply an arc with an angle of :math:`\tau = 2\pi`. When |
| initializing the arc, some basic attributes are set (like |
| ``Arc.radius``, ``Arc.arc_center``, ``Arc.start_angle``, and |
| ``Arc.angle``), and then the initialization method of its |
| parent class, :class:`.TipableVMobject`, is called (which is |
| a rather abstract base class for mobjects which a arrow tip can |
| be attached to). Note that in contrast to :class:`.Polygram`, |
| this class does **not** preemptively generate the points of the circle. |
|
|
| After that, things are less exciting: :class:`.TipableVMobject` again |
| sets some attributes relevant for adding arrow tips, and afterwards |
| passes to the initialization method of :class:`.VMobject`. From there, |
| :class:`.Mobject` is initialized and :meth:`.Mobject.generate_points` |
| is called, which actually runs the method implemented in |
| :meth:`.Arc.generate_points`. |
|
|
| After both our ``orange_square`` and the ``blue_circle`` are initialized, |
| the square is actually added to the scene. The :meth:`.Scene.add` method |
| is actually doing a few interesting things, so it is worth to dig a bit |
| deeper in the next section. |
|
|
|
|
| Adding Mobjects to the Scene |
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^ |
|
|
| The code in our ``construct`` method that is run next is |
|
|
| :: |
|
|
| self.add(orange_square) |
|
|
| From a high-level point of view, :meth:`.Scene.add` adds the |
| ``orange_square`` to the list of mobjects that should be rendered, |
| which is stored in the ``mobjects`` attribute of the scene. However, |
| it does so in a very careful way to avoid the situation that a mobject |
| is being added to the scene more than once. At a first glance, this |
| sounds like a simple task -- the problem is that ``Scene.mobjects`` |
| is not a "flat" list of mobjects, but a list of mobjects which |
| might contain mobjects themselves, and so on. |
|
|
| Stepping through the code in :meth:`.Scene.add`, we see that first |
| it is checked whether we are currently using the OpenGL renderer |
| (which we are not) -- adding mobjects to the scene works slightly |
| different (and actually easier!) for the OpenGL renderer. Then, the |
| code branch for the Cairo renderer is entered and the list of so-called |
| foreground mobjects (which are rendered on top of all other mobjects) |
| is added to the list of passed mobjects. This is to ensure that the |
| foreground mobjects will stay above of the other mobjects, even after |
| adding the new ones. In our case, the list of foreground mobjects |
| is actually empty, and nothing changes. |
|
|
| Next, :meth:`.Scene.restructure_mobjects` is called with the list |
| of mobjects to be added as the ``to_remove`` argument, which might |
| sound odd at first. Practically, this ensures that mobjects are not |
| added twice, as mentioned above: if they were present in the scene |
| ``Scene.mobjects`` list before (even if they were contained as a |
| child of some other mobject), they are first removed from the list. |
| The way :meth:`.Scene.restructure_mobjects` works is rather aggressive: |
| It always operates on a given list of mobjects; in the ``add`` method |
| two different lists occur: the default one, ``Scene.mobjects`` (no extra |
| keyword argument is passed), and ``Scene.moving_mobjects`` (which we will |
| discuss later in more detail). It iterates through all of the members of |
| the list, and checks whether any of the mobjects passed in ``to_remove`` |
| are contained as children (in any nesting level). If so, **their parent |
| mobject is deconstructed** and their siblings are inserted directly |
| one level higher. Consider the following example:: |
|
|
| >>> from manim import Scene, Square, Circle, Group |
| >>> test_scene = Scene() |
| >>> mob1 = Square() |
| >>> mob2 = Circle() |
| >>> mob_group = Group(mob1, mob2) |
| >>> test_scene.add(mob_group) |
| <manim.scene.scene.Scene object at ...> |
| >>> test_scene.mobjects |
| [Group] |
| >>> test_scene.restructure_mobjects(to_remove=[mob1]) |
| <manim.scene.scene.Scene object at ...> |
| >>> test_scene.mobjects |
| [Circle] |
|
|
| Note that the group is disbanded and the circle moves into the |
| root layer of mobjects in ``test_scene.mobjects``. |
|
|
| After the mobject list is "restructured", the mobject to be added |
| are simply appended to ``Scene.mobjects``. In our toy example, |
| the ``Scene.mobjects`` list is actually empty, so the |
| ``restructure_mobjects`` method does not actually do anything. The |
| ``orange_square`` is simply added to ``Scene.mobjects``, and as |
| the aforementioned ``Scene.moving_mobjects`` list is, at this point, |
| also still empty, nothing happens and :meth:`.Scene.add` returns. |
|
|
| We will hear more about the ``moving_mobject`` list when we discuss |
| the render loop. Before we do that, let us look at the next line |
| of code in our toy example, which includes the initialization of |
| an animation class, |
| :: |
|
|
| ReplacementTransform(orange_square, blue_circle, run_time=3) |
|
|
| Hence it is time to talk about :class:`.Animation`. |
|
|
|
|
| Animations and the Render Loop |
| ------------------------------ |
|
|
| Initializing animations |
| ^^^^^^^^^^^^^^^^^^^^^^^ |
|
|
| Before we follow the trace of the debugger, let us briefly discuss |
| the general structure of the (abstract) base class :class:`.Animation`. |
| An animation object holds all the information necessary for the renderer |
| to generate the corresponding frames. Animations (in the sense of |
| animation objects) in Manim are *always* tied to a specific mobject; |
| even in the case of :class:`.AnimationGroup` (which you should actually |
| think of as an animation on a group of mobjects rather than a group |
| of animations). Moreover, except for in a particular special case, |
| the run time of animations is also fixed and known beforehand. |
|
|
| The initialization of animations actually is not very exciting, |
| :meth:`.Animation.__init__` merely sets some attributes derived |
| from the passed keyword arguments and additionally ensures that |
| the ``Animation.starting_mobject`` and ``Animation.mobject`` |
| attributes are populated. Once the animation is played, the |
| ``starting_mobject`` attribute holds an unmodified copy of the |
| mobject the animation is attached to; during the initialization |
| it is set to a placeholder mobject. The ``mobject`` attribute |
| is set to the mobject the animation is attached to. |
|
|
| Animations have a few special methods which are called during the |
| render loop: |
|
|
| - :meth:`.Animation.begin`, which is called (as hinted by its name) |
| at the beginning of every animation, so before the first frame |
| is rendered. In it, all the required setup for the animation happens. |
| - :meth:`.Animation.finish` is the counterpart to the ``begin`` method |
| which is called at the end of the life cycle of the animation (after |
| the last frame has been rendered). |
| - :meth:`.Animation.interpolate` is the method that updates the mobject |
| attached to the animation to the corresponding animation completion |
| percentage. For example, if in the render loop, |
| ``some_animation.interpolate(0.5)`` is called, the attached mobject |
| will be updated to the state where 50% of the animation are completed. |
|
|
| We will discuss details about these and some further animation methods |
| once we walk through the actual render loop. For now, we continue with |
| our toy example and the code that is run when initializing the |
| :class:`.ReplacementTransform` animation. |
|
|
| The initialization method of :class:`.ReplacementTransform` only |
| consists of a call to the constructor of its parent class, |
| :class:`.Transform`, with the additional keyword argument |
| ``replace_mobject_with_target_in_scene`` set to ``True``. |
| :class:`.Transform` then sets attributes that control how the |
| points of the starting mobject are deformed into the points of |
| the target mobject, and then passes on to the initialization |
| method of :class:`.Animation`. Other basic properties of the |
| animation (like its ``run_time``, the ``rate_func``, etc.) are |
| processed there -- and then the animation object is fully |
| initialized and ready to be played. |
|
|
| The ``play`` call: preparing to enter Manim's render loop |
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ |
|
|
| We are finally there, the render loop is in our reach. Let us |
| walk through the code that is run when :meth:`.Scene.play` is called. |
|
|
| .. hint:: |
|
|
| Recall that this article is specifically about the Cairo renderer. |
| Up to here, things were more or less the same for the OpenGL renderer |
| as well; while some base mobjects might be different, the control flow |
| and lifecycle of mobjects is still more or less the same. There are more |
| substantial differences when it comes to the rendering loop. |
|
|
| As you will see when inspecting the method, :meth:`.Scene.play` almost |
| immediately passes over to the ``play`` method of the renderer, |
| in our case :class:`.CairoRenderer.play`. The one thing :meth:`.Scene.play` |
| takes care of is the management of subcaptions that you might have |
| passed to it (see the the documentation of :meth:`.Scene.play` and |
| :meth:`.Scene.add_subcaption` for more information). |
|
|
| .. warning:: |
|
|
| As has been said before, the communication between scene and renderer |
| is not in a very clean state at this point, so the following paragraphs |
| might be confusing if you don't run a debugger and step through the |
| code yourself a bit. |
|
|
| Inside :meth:`.CairoRenderer.play`, the renderer first checks whether |
| it may skip rendering of the current play call. This might happen, for example, |
| when ``-s`` is passed to the CLI (i.e., only the last frame should be rendered), |
| or when the ``-n`` flag is passed and the current play call is outside of the |
| specified render bounds. The "skipping status" is updated in form of the |
| call to :meth:`.CairoRenderer.update_skipping_status`. |
|
|
| Next, the renderer asks the scene to process the animations in the play |
| call so that renderer obtains all of the information it needs. To |
| be more concrete, :meth:`.Scene.compile_animation_data` is called, |
| which then takes care of several things: |
|
|
| - The method processes all animations and the keyword arguments passed |
| to the initial :meth:`.Scene.play` call. In particular, this means |
| that it makes sure all arguments passed to the play call are actually |
| animations (or ``.animate`` syntax calls, which are also assembled to |
| be actual :class:`.Animation`-objects at that point). It also propagates |
| any animation-related keyword arguments (like ``run_time``, |
| or ``rate_func``) passed to :class:`.Scene.play` to each individual |
| animation. The processed animations are then stored in the ``animations`` |
| attribute of the scene (which the renderer later reads...). |
| - It adds all mobjects to which the animations that are played are |
| bound to to the scene (provided the animation is not an mobject-introducing |
| animation -- for these, the addition to the scene happens later). |
| - In case the played animation is a :class:`.Wait` animation (this is the |
| case in a :meth:`.Scene.wait` call), the method checks whether a static |
| image should be rendered, or whether the render loop should be processed |
| as usual (see :meth:`.Scene.should_update_mobjects` for the exact conditions, |
| basically it checks whether there are any time-dependent updater functions |
| and so on). |
| - Finally, the method determines the total run time of the play call (which |
| at this point is computed as the maximum of the run times of the passed |
| animations). This is stored in the ``duration`` attribute of the scene. |
|
|
|
|
| After the animation data has been compiled by the scene, the renderer |
| continues to prepare for entering the render loop. It now checks the |
| skipping status which has been determined before. If the renderer can |
| skip this play call, it does so: it sets the current play call hash (which |
| we will get back to in a moment) to ``None`` and increases the time of the |
| renderer by the determined animation run time. |
|
|
| Otherwise, the renderer checks whether or not Manim's caching system should |
| be used. The idea of the caching system is simple: for every play call, a |
| hash value is computed, which is then stored and upon re-rendering the scene, |
| the hash is generated again and checked against the stored value. If it is the |
| same, the cached output is reused, otherwise it is fully rerendered again. |
| We will not go into details of the caching system here; if you would like |
| to learn more, the :func:`.get_hash_from_play_call` function in the |
| :mod:`.utils.hashing` module is essentially the entry point to the caching |
| mechanism. |
|
|
| In the event that the animation has to be rendered, the renderer asks |
| its :class:`.SceneFileWriter` to open an output container. The process |
| is started by a call to ``libav`` and opens a container to which rendered |
| raw frames can be written. As long as the output is open, the container |
| can be accessed via the ``output_container`` attribute of the file writer. |
| With the writing process in place, the renderer then asks the scene |
| to "begin" the animations. |
|
|
| First, it literally *begins* all of the animations by calling their |
| setup methods (:meth:`.Animation._setup_scene`, :meth:`.Animation.begin`). |
| In doing so, the mobjects that are newly introduced by an animation |
| (like via :class:`.Create` etc.) are added to the scene. Furthermore, the |
| animation suspends updater functions being called on its mobject, and |
| it sets its mobject to the state that corresponds to the first frame |
| of the animation. |
|
|
| After this has happened for all animations in the current ``play`` call, |
| the Cairo renderer determines which of the scene's mobjects can be |
| painted statically to the background, and which ones have to be |
| redrawn every frame. It does so by calling |
| :meth:`.Scene.get_moving_and_static_mobjects`, and the resulting |
| partition of mobjects is stored in the corresponding ``moving_mobjects`` |
| and ``static_mobjects`` attributes. |
|
|
| .. NOTE:: |
|
|
| The mechanism that determines static and moving mobjects is |
| specific for the Cairo renderer, the OpenGL renderer works differently. |
| Basically, moving mobjects are determined by checking whether they, |
| any of their children, or any of the mobjects "below" them (in the |
| sense of the order in which mobjects are processed in the scene) |
| either have an update function attached, or whether they appear |
| in one of the current animations. See the implementation of |
| :meth:`.Scene.get_moving_mobjects` for more details. |
|
|
| Up to this very point, we did not actually render any (partial) |
| image or movie files from the scene yet. This is, however, about to change. |
| Before we enter the render loop, let us briefly revisit our toy |
| example and discuss how the generic :meth:`.Scene.play` call |
| setup looks like there. |
|
|
| For the call that plays the :class:`.ReplacementTransform`, there |
| is no subcaption to be taken care of. The renderer then asks |
| the scene to compile the animation data: the passed argument |
| already is an animation (no additional preparations needed), |
| there is no need for processing any keyword arguments (as |
| we did not specify any additional ones to ``play``). The |
| mobject bound to the animation, ``orange_square``, is already |
| part of the scene (so again, no action taken). Finally, the run |
| time is extracted (3 seconds long) and stored in |
| ``Scene.duration``. The renderer then checks whether it should |
| skip (it should not), then whether the animation is already |
| cached (it is not). The corresponding animation hash value is |
| determined and passed to the file writer, which then also calls |
| ``libav`` to start the writing process which waits for rendered |
| frames from the library. |
|
|
| The scene then ``begin``\ s the animation: for the |
| :class:`.ReplacementTransform` this means that the animation populates |
| all of its relevant animation attributes (i.e., compatible copies |
| of the starting and the target mobject so that it can safely interpolate |
| between the two). |
|
|
| The mechanism determining static and moving mobjects considers |
| all of the scenes mobjects (at this point only the |
| ``orange_square``), and determines that the ``orange_square`` is |
| bound to an animation that is currently played. As a result, |
| the square is classified as a "moving mobject". |
|
|
| Time to render some frames. |
|
|
|
|
| The render loop (for real this time) |
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ |
|
|
| As mentioned above, due to the mechanism that determines static and moving |
| mobjects in the scene, the renderer knows which mobjects it can paint |
| statically to the background of the scene. Practically, this means that |
| it partially renders a scene (to produce a background image), and then |
| when iterating through the time progression of the animation only the |
| "moving mobjects" are re-painted on top of the static background. |
|
|
| The renderer calls :meth:`.CairoRenderer.save_static_frame_data`, which |
| first checks whether there are currently any static mobjects, and if there |
| are, it updates the frame (only with the static mobjects; more about how |
| exactly this works in a moment) and then saves a NumPy array representing |
| the rendered frame in the ``static_image`` attribute. In our toy example, |
| there are no static mobjects, and so the ``static_image`` attribute is |
| simply set to ``None``. |
|
|
| Next, the renderer asks the scene whether the current animation is |
| a "frozen frame" animation, which would mean that the renderer actually |
| does not have to repaint the moving mobjects in every frame of the time |
| progression. It can then just take the latest static frame, and display it |
| throughout the animation. |
|
|
| .. NOTE:: |
|
|
| An animation is considered a "frozen frame" animation if only a |
| static :class:`.Wait` animation is played. See the description |
| of :meth:`.Scene.compile_animation_data` above, or the |
| implementation of :meth:`.Scene.should_update_mobjects` for |
| more details. |
|
|
| If this is not the case (just as in our toy example), the renderer |
| then calls the :meth:`.Scene.play_internal` method, which is the |
| integral part of the render loop (in which the library steps through |
| the time progression of the animation and renders the corresponding |
| frames). |
|
|
| Within :meth:`.Scene.play_internal`, the following steps are performed: |
|
|
| - The scene determines the run time of the animations by calling |
| :meth:`.Scene.get_run_time`. This method basically takes the maximum |
| ``run_time`` attribute of all of the animations passed to the |
| :meth:`.Scene.play` call. |
| - Then the *time progression* is constructed via the (internal) |
| :meth:`.Scene._get_animation_time_progression` method, which wraps |
| the actual :meth:`.Scene.get_time_progression` method. The time |
| progression is a ``tqdm`` `progress bar object <https: |
| for an iterator over ``np.arange(0, run_time, 1 / config.frame_rate)``. In |
| other words, the time progression holds the time stamps (relative to the |
| current animations, so starting at 0 and ending at the total animation run time, |
| with the step size determined by the render frame rate) of the timeline where |
| a new animation frame should be rendered. |
| - Then the scene iterates over the time progression: for each time stamp ``t``, |
| :meth:`.Scene.update_to_time` is called, which ... |
| |
| - ... first computes the time passed since the last update (which might be 0, |
| especially for the initial call) and references it as ``dt``, |
| - then (in the order in which the animations are passed to :meth:`.Scene.play`) |
| calls :meth:`.Animation.update_mobjects` to trigger all updater functions that |
| are attached to the respective animation except for the "main mobject" of |
| the animation (that is, for example, for :class:`.Transform` the unmodified |
| copies of start and target mobject -- see :meth:`.Animation.get_all_mobjects_to_update` |
| for more details), |
| - then the relative time progression with respect to the current animation |
| is computed (``alpha = t / animation.run_time``), which is then used to |
| update the state of the animation with a call to :meth:`.Animation.interpolate`. |
| - After all of the passed animations have been processed, the updater functions |
| of all mobjects in the scene, all meshes, and finally those attached to |
| the scene itself are run. |
|
|
| At this point, the internal (Python) state of all mobjects has been updated |
| to match the currently processed timestamp. If rendering should not be skipped, |
| then it is now time to *take a picture*! |
|
|
| .. NOTE:: |
|
|
| The update of the internal state (iteration over the time progression) happens |
| *always* once :meth:`.Scene.play_internal` is entered. This ensures that even |
| if frames do not need to be rendered (because, e.g., the ``-n`` CLI flag has |
| been passed, something has been cached, or because we might be in a *Section* |
| with skipped rendering), updater functions still run correctly, and the state |
| of the first frame that *is* rendered is kept consistent. |
|
|
| To render an image, the scene calls the corresponding method of its renderer, |
| :meth:`.CairoRenderer.render` and passes just the list of *moving mobjects* (remember, |
| the *static mobjects* are assumed to have already been painted statically to |
| the background of the scene). All of the hard work then happens when the renderer |
| updates its current frame via a call to :meth:`.CairoRenderer.update_frame`: |
|
|
| First, the renderer prepares its :class:`.Camera` by checking whether the renderer |
| has a ``static_image`` different from ``None`` stored already. If so, it sets the |
| image as the *background image* of the camera via :meth:`.Camera.set_frame_to_background`, |
| and otherwise it just resets the camera via :meth:`.Camera.reset`. The camera is then |
| asked to capture the scene with a call to :meth:`.Camera.capture_mobjects`. |
|
|
| Things get a bit technical here, and at some point it is more efficient to |
| delve into the implementation -- but here is a summary of what happens once the |
| camera is asked to capture the scene: |
|
|
| - First, a flat list of mobjects is created (so submobjects get extracted from |
| their parents). This list is then processed in groups of the same type of |
| mobjects (e.g., a batch of vectorized mobjects, followed by a batch of image mobjects, |
| followed by more vectorized mobjects, etc. -- in many cases there will just be |
| one batch of vectorized mobjects). |
| - Depending on the type of the currently processed batch, the camera uses dedicated |
| *display functions* to convert the :class:`.Mobject` Python object to |
| a NumPy array stored in the camera's ``pixel_array`` attribute. |
| The most important example in that context is the display function for |
| vectorized mobjects, :meth:`.Camera.display_multiple_vectorized_mobjects`, |
| or the more particular (in case you did not add a background image to your |
| :class:`.VMobject`), :meth:`.Camera.display_multiple_non_background_colored_vmobjects`. |
| This method first gets the current Cairo context, and then, for every (vectorized) |
| mobject in the batch, calls :meth:`.Camera.display_vectorized`. There, |
| the actual background stroke, fill, and then stroke of the mobject is |
| drawn onto the context. See :meth:`.Camera.apply_stroke` and |
| :meth:`.Camera.set_cairo_context_color` for more details -- but it does not get |
| much deeper than that, in the latter method the actual Bézier curves |
| determined by the points of the mobject are drawn; this is where the low-level |
| interaction with Cairo happens. |
|
|
| After all batches have been processed, the camera has an image representation |
| of the Scene at the current time stamp in form of a NumPy array stored in its |
| ``pixel_array`` attribute. The renderer then takes this array and passes it to |
| its :class:`.SceneFileWriter`. This concludes one iteration of the render loop, |
| and once the time progression has been processed completely, a final bit |
| of cleanup is performed before the :meth:`.Scene.play_internal` call is completed. |
|
|
| A TL;DR for the render loop, in the context of our toy example, reads as follows: |
|
|
| - The scene finds that a 3 second long animation (the :class:`.ReplacementTransform` |
| changing the orange square to the blue circle) should be played. Given the requested |
| medium render quality, the frame rate is 30 frames per second, and so the time |
| progression with steps ``[0, 1/30, 2/30, ..., 89/30]`` is created. |
| - In the internal render loop, each of these time stamps is processed: |
| there are no updater functions, so effectively the scene updates the |
| state of the transformation animation to the desired time stamp (for example, |
| at time stamp ``t = 45/30``, the animation is completed to a rate of |
| ``alpha = 0.5``). |
| - Then the scene asks the renderer to do its job. The renderer asks its camera |
| to capture the scene, the only mobject that needs to be processed at this point |
| is the main mobject attached to the transformation; the camera converts the |
| current state of the mobject to entries in a NumPy array. The renderer passes |
| this array to the file writer. |
| - At the end of the loop, 90 frames have been passed to the file writer. |
|
|
| Completing the render loop |
| ^^^^^^^^^^^^^^^^^^^^^^^^^^ |
|
|
| The last few steps in the :meth:`.Scene.play_internal` call are not too |
| exciting: for every animation, the corresponding :meth:`.Animation.finish` |
| and :meth:`.Animation.clean_up_from_scene` methods are called. |
|
|
| .. NOTE:: |
|
|
| Note that as part of :meth:`.Animation.finish`, the :meth:`.Animation.interpolate` |
| method is called with an argument of 1.0 -- you might have noticed already that |
| the last frame of an animation can sometimes be a bit off or incomplete. |
| This is by current design! The last frame rendered in the render loop (and displayed |
| for a duration of ``1 / frame_rate`` seconds in the rendered video) corresponds to |
| the state of the animation ``1 / frame_rate`` seconds before it ends. To display |
| the final frame as well in the video, we would need to append another ``1 / frame_rate`` |
| seconds to the video -- which would then mean that a 1 second rendered Manim video |
| would be slightly longer than 1 second. We decided against this at some point. |
|
|
| In the end, the time progression is closed (which completes the displayed progress bar) |
| in the terminal. With the closing of the time progression, the |
| :meth:`.Scene.play_internal` call is completed, and we return to the renderer, |
| which now orders the :class:`.SceneFileWriter` to close the output container that has |
| been opened for this animation: a partial movie file is written. |
|
|
| This pretty much concludes the walkthrough of a :class:`.Scene.play` call, |
| and actually there is not too much more to say for our toy example either: at |
| this point, a partial movie file that represents playing the |
| :class:`.ReplacementTransform` has been written. The initialization of |
| the :class:`.Dot` happens analogous to the initialization of ``blue_circle``, |
| which has been discussed above. The :meth:`.Mobject.add_updater` call literally |
| just attaches a function to the ``updaters`` attribute of the ``small_dot``. And |
| the remaining :meth:`.Scene.play` and :meth:`.Scene.wait` calls follow the |
| exact same procedure as discussed in the render loop section above; each such call |
| produces a corresponding partial movie file. |
|
|
| Once the :meth:`.Scene.construct` method has been fully processed (and thus all |
| of the corresponding partial movie files have been written), the |
| scene calls its cleanup method :meth:`.Scene.tear_down`, and then |
| asks its renderer to finish the scene. The renderer, in turn, asks |
| its scene file writer to wrap things up by calling :meth:`.SceneFileWriter.finish`, |
| which triggers the combination of the partial movie files into the final product. |
|
|
| And there you go! This is a more or less detailed description of how Manim works |
| under the hood. While we did not discuss every single line of code in detail |
| in this walkthrough, it should still give you a fairly good idea of how the general |
| structural design of the library and at least the Cairo rendering flow in particular |
| looks like. |
|
|