使用 Manim,我可以在现有对象的背景中绘制新对象吗?

Pee*_*oot 4 manim

我已经说明了由两个向量跨越的平行四边形,并且想在该平行四边形的区域中着色,我尝试这样做:

from manim import *
import numpy as np

class DrawParallelogram( Scene ):
    def construct( self ):
        o = np.array( [ 0, -2, 0 ] )
        p1 = np.array( [ 3, 1, 0 ] ) # u
        p2 = np.array( [ 1, 3, 0 ] ) # v
        op1 = o + p1
        op2 = o + p2
        op3 = o + p1 + p2

        v1 = Arrow( start = o, end = op1, buff = 0, color = RED ) # u
        v2 = Arrow( start = o, end = op2, buff = 0, color = YELLOW ) # v
        v1p = Arrow( start = op2, end = op3, buff = 0, color = RED ) # u'
        v2p = Arrow( start = op1, end = op3, buff = 0, color = YELLOW ) # v'

        parallelogram = [ o, op1, op3, op2 ]
        poly = Polygon( *parallelogram, color = PURPLE, fill_opacity = 0.5 )

        self.play( AnimationGroup( Write( v1 ), Write( v2 ), Write( v1p ), Write( v2p ) ) )
        self.wait( )
        self.play( Write( poly ) )
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然而,这个平行四边形在我已经绘制的箭头上着色,如下所示: 恶心

我希望它在后台。有没有办法将一个新对象引入场景中,以便它在逻辑上位于任何现有对象的后面,就像我先绘制它一样,这样它看起来像:

想要的

小智 7

您可以使用set_z_index方法将平行四边形的属性设置z_index为小于箭头的值。

这里我将其设置为比以下值更低的值v1

poly.set_z_index(v1.z_index - 1)
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或者,您可以直接操作该z_index属性:

poly.z_index = v1.z_index - 1
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使用该set_z_index方法将是更清洁的解决方案。

完整代码:

from manim import *
import numpy as np

class DrawParallelogram( Scene ):
    def construct( self ):
        o = np.array( [ 0, -2, 0 ] )
        p1 = np.array( [ 3, 1, 0 ] ) # u
        p2 = np.array( [ 1, 3, 0 ] ) # v
        op1 = o + p1
        op2 = o + p2
        op3 = o + p1 + p2

        v1 = Arrow( start = o, end = op1, buff = 0, color = RED ) # u
        v2 = Arrow( start = o, end = op2, buff = 0, color = YELLOW ) # v
        v1p = Arrow( start = op2, end = op3, buff = 0, color = RED ) # u'
        v2p = Arrow( start = op1, end = op3, buff = 0, color = YELLOW ) # v'

        parallelogram = [ o, op1, op3, op2 ]
        poly = Polygon( *parallelogram, color = PURPLE, fill_opacity = 0.5 )
        # Set the z-index
        poly.set_z_index(v1.z_index - 1)

        self.play( AnimationGroup( Write( v1 ), Write( v2 ), Write( v1p ), Write( v2p ) ) )
        self.wait( )
        self.play( Write( poly ) )
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