SpaceScene

Qualified name: manim\_pymunk.space.SpaceScene

class SpaceScene(gravity=(0, -9.81), **kwargs)[source]

Bases: ZoomedScene

A rotational spring connection is created between the two rigid bodies. When the actual relative angle deviates from the target angle, the spring torque pulls it back; the damping torque dampens the oscillation.

Parameters

a_mob

The first Mobject to be connected. Typically acts as the pivot point or one of the bodies under physical influence.

b_mob

The second Mobject to be connected. It is linked to a_mob via a physical constraint such as a spring or hinge.

Examples

Example: SpaceSceneExample

from manim import *

import random

from manim import *
from manim_pymunk import *
from pathlib import Path
import svgelements as se

class Car(VGroup):
    def __init__(self, **kwargs):
        super().__init__(**kwargs)
        width, height, wheel_radius = 2.5, 1.5, 1
        self.body = Rectangle(width=width, height=height, color=BLUE, fill_opacity=0.8)

        # 锚点获取
        p_B_body = self.body.get_corner(DL)
        p_C_body = self.body.get_corner(DR)

        # 车轮创建
        self.back_wheel = Circle(radius=wheel_radius, color=WHITE, fill_opacity=1)
        self.back_wheel.move_to(p_B_body + LEFT * 1.5 + DOWN * 0.5)

        self.front_wheel = Circle(radius=wheel_radius, color=WHITE, fill_opacity=1)
        self.front_wheel.move_to(p_C_body + RIGHT * 1.5 + DOWN * 0.5)

        # --- 新增:直角三角形铲斗 ABC ---
        # B点位置:前轮中心右侧 0.5
        pos_B = (
            self.front_wheel.get_center() + (wheel_radius + 0.3) * RIGHT + DOWN * 0.5
        )
        # C点位置:B点右侧 0.8 (水平)
        pos_C = pos_B + RIGHT * 1.8
        # A点位置:B点上方 0.6 (垂直)
        pos_A = pos_B + UP * 1

        self.shovel = Polygon(pos_A, pos_B, pos_C, color=ORANGE, fill_opacity=0.9)
        print(self.shovel.get_vertices())
        self.add(self.body, self.back_wheel, self.front_wheel, self.shovel)

    def add_constraints(self, static_body):
        # 1. 基础点位获取
        # 统一获取中心点,用于计算相对偏移
        body_center = self.body.get_center()
        # 1. 计算相对偏移(局部坐标)
        # 这样无论 move_to 到哪,结果都是固定的偏移量
        loc_A = self.body.get_corner(UL) - body_center
        loc_B = self.body.get_corner(DL) - body_center
        loc_C = self.body.get_corner(DR) - body_center
        loc_D = self.body.get_corner(UR) - body_center

        # 铲斗顶点坐标(用于物理锚点参考)
        # 注意:Manim-Pymunk 内部需要相对于各自 Mobject 中心的相对坐标
        s_A = self.shovel.get_vertices()[0]
        s_B = self.shovel.get_vertices()[1]
        print(self.shovel.get_vertices())

        # 2. 原有的车轮旋转销钉 (A-后轮, D-前轮)
        pivots = [
            VPinJoint(
                self.body,
                self.back_wheel,
                anchor_a_local=loc_A,
                anchor_b_local=ORIGIN,
                connect_line_class=Line,
                anchor_a_appearance=VMobject(),
                anchor_b_appearance=VMobject(),
            ),
            VPinJoint(
                self.body,
                self.front_wheel,
                anchor_a_local=loc_D,
                anchor_b_local=ORIGIN,
                connect_line_class=Line,
                anchor_a_appearance=VMobject(),
                anchor_b_appearance=VMobject(),
            ),
        ]

        shovel_locks = [
            VPinJoint(
                self.body,
                self.shovel,
                anchor_a_local=loc_C,
                anchor_b_local=s_A - self.shovel.get_center(),
                anchor_a_appearance=VMobject(),
                anchor_b_appearance=VMobject(),
            ),
            VPinJoint(
                self.body,
                self.shovel,
                anchor_a_local=loc_D,
                anchor_b_local=s_A - self.shovel.get_center(),
                anchor_a_appearance=VMobject(),
                anchor_b_appearance=VMobject(),
            ),
            VPinJoint(
                self.body,
                self.shovel,
                anchor_a_local=loc_C,
                anchor_b_local=s_B - self.shovel.get_center(),
                anchor_a_appearance=VMobject(),
                anchor_b_appearance=VMobject(),
            ),
            VPinJoint(
                self.body,
                self.shovel,
                anchor_a_local=loc_D,
                anchor_b_local=s_B - self.shovel.get_center(),
                # connect_line_class=Line,
                anchor_a_appearance=VMobject(),
                anchor_b_appearance=VMobject(),
            ),
        ]

        rest_dist = np.linalg.norm(
            self.back_wheel.get_center() - self.front_wheel.get_center()
        )
        horizontal_spring = VDampedSpring(
            self.back_wheel,
            self.front_wheel,
            rest_length=rest_dist,
            stiffness=500,
            damping=30,
            connect_line_config={"turns": 18, "color": RED, "stroke_width": 4},
        )

        suspensions = [
            VDampedSpring(
                self.body,
                self.back_wheel,
                anchor_a_local=loc_B,
                rest_length=np.linalg.norm(
                    self.body.get_corner(DL) - self.back_wheel.get_center()
                ),
                stiffness=400,
                damping=15,
                connect_line_config={"turns": 8, "color": RED, "stroke_width": 4},
            ),
            VDampedSpring(
                self.body,
                self.front_wheel,
                anchor_a_local=loc_C,
                rest_length=np.linalg.norm(
                    self.body.get_corner(DR) - self.front_wheel.get_center()
                ),
                stiffness=400,
                damping=15,
                connect_line_config={"turns": 8, "color": RED, "stroke_width": 4},
            ),
        ]

        # 5. 马达
        motors = [
            VSimpleMotor(self.body, self.back_wheel, rate=15, max_torque=1000),
            VSimpleMotor(self.body, self.front_wheel, rate=15, max_torque=1000),
        ]

        # 6. 旋转限制 (修正版)
        # 注意:我们需要限制的是 body 相对于“世界(静态空间)”的角度
        # 而不是相对于会旋转的轮子
        rotary_limits = [
            VRotaryLimitJoint(
                self.body,
                static_body,  # 关键:连接到静态背景
                min_angle=-60 * DEGREES,
                max_angle=60 * DEGREES,
            )
        ]
        return [
            *rotary_limits,
            *suspensions,
            *pivots,
            *shovel_locks,
            horizontal_spring,
            *motors,
        ]


class SpaceSceneExample(SpaceScene):
    def construct(self):
        floor = Line(start=LEFT * 2, end=RIGHT * 10, stroke_width=12, color=RED)
        floor.to_edge(DOWN, buff=0.1)

        slope = VMobjectFromSVGPath(
            se.Path(
                "M0 11C0 7.3 0 3.7 0 0 27.3 0 54.7 0 82 0 78 0 77 1 72 3 68 4 68 3 64 2 60 4 57 2 51 1 43 2 40 4 38 6 34 11 31 6 26 6 20 5 15 7 11 10 8 11 4 11 0 11"
            )
        )
        slope.set_stroke(color=WHITE, width=10).set_fill(
            color=BLACK, opacity=0.8
        ).next_to(floor, UP, buff=0).scale(4)

        stone_group = VGroup()

        slope_anchors = slope.get_anchors()
        stone_radius = 0.4
        for i in range(0, len(slope_anchors)):
            dot = Dot(slope_anchors[i], color=RED, radius=stone_radius)
            dot.shift(UP * stone_radius)
            stone_group.add(dot)

        rock_group = VGroup()

        x_min = slope.get_left()[0]
        x_max = slope.get_right()[0]
        y_min = slope.get_top()[1] + 10
        y_max = slope.get_top()[1] + 15

        rock_template = Line(start=ORIGIN, end=RIGHT * 0.5, stroke_width=40, color=RED)

        for _ in range(100):
            rand_x = random.uniform(x_min, x_max)
            rand_y = random.uniform(y_min, y_max)
            new_rock = rock_template.copy()
            new_rock.move_to([rand_x, rand_y, 0])
            new_rock.rotate(random.uniform(0, PI * 0.25))
            rock_group.add(new_rock)

        car = Car().shift(LEFT * 2).move_to(slope.get_start() + RIGHT * 5 + UP * 3)

        self.add_static_body(floor, slope)
        self.add_dynamic_body(*stone_group, *rock_group)
        self.add_dynamic_body(car.shovel, density=0.2)
        self.add_dynamic_body(car.body, density=5)
        self.add_dynamic_body(car.back_wheel, car.front_wheel, density=2, friction=0.8)
        self.add_shapes_filter(
            car.body, car.back_wheel, car.front_wheel, car.shovel, group=123
        )
        self.add_constraints(*car.add_constraints(static_body=slope))

        self.add(self.camera.frame)
        self.camera.frame.move_to(car)
        self.camera.frame.scale(2)
        self.camera.frame.add_updater(lambda m: m.move_to(car))

        # self.draw_debug_img(xlim=(-200, 200), ylim=(-1, 50))
        self.wait(3)
import random

from manim import *
from manim_pymunk import *
from pathlib import Path
import svgelements as se

class Car(VGroup):
    def __init__(self, **kwargs):
        super().__init__(**kwargs)
        width, height, wheel_radius = 2.5, 1.5, 1
        self.body = Rectangle(width=width, height=height, color=BLUE, fill_opacity=0.8)

        # 锚点获取
        p_B_body = self.body.get_corner(DL)
        p_C_body = self.body.get_corner(DR)

        # 车轮创建
        self.back_wheel = Circle(radius=wheel_radius, color=WHITE, fill_opacity=1)
        self.back_wheel.move_to(p_B_body + LEFT * 1.5 + DOWN * 0.5)

        self.front_wheel = Circle(radius=wheel_radius, color=WHITE, fill_opacity=1)
        self.front_wheel.move_to(p_C_body + RIGHT * 1.5 + DOWN * 0.5)

        # --- 新增:直角三角形铲斗 ABC ---
        # B点位置:前轮中心右侧 0.5
        pos_B = (
            self.front_wheel.get_center() + (wheel_radius + 0.3) * RIGHT + DOWN * 0.5
        )
        # C点位置:B点右侧 0.8 (水平)
        pos_C = pos_B + RIGHT * 1.8
        # A点位置:B点上方 0.6 (垂直)
        pos_A = pos_B + UP * 1

        self.shovel = Polygon(pos_A, pos_B, pos_C, color=ORANGE, fill_opacity=0.9)
        print(self.shovel.get_vertices())
        self.add(self.body, self.back_wheel, self.front_wheel, self.shovel)

    def add_constraints(self, static_body):
        # 1. 基础点位获取
        # 统一获取中心点,用于计算相对偏移
        body_center = self.body.get_center()
        # 1. 计算相对偏移(局部坐标)
        # 这样无论 move_to 到哪,结果都是固定的偏移量
        loc_A = self.body.get_corner(UL) - body_center
        loc_B = self.body.get_corner(DL) - body_center
        loc_C = self.body.get_corner(DR) - body_center
        loc_D = self.body.get_corner(UR) - body_center

        # 铲斗顶点坐标(用于物理锚点参考)
        # 注意:Manim-Pymunk 内部需要相对于各自 Mobject 中心的相对坐标
        s_A = self.shovel.get_vertices()[0]
        s_B = self.shovel.get_vertices()[1]
        print(self.shovel.get_vertices())

        # 2. 原有的车轮旋转销钉 (A-后轮, D-前轮)
        pivots = [
            VPinJoint(
                self.body,
                self.back_wheel,
                anchor_a_local=loc_A,
                anchor_b_local=ORIGIN,
                connect_line_class=Line,
                anchor_a_appearance=VMobject(),
                anchor_b_appearance=VMobject(),
            ),
            VPinJoint(
                self.body,
                self.front_wheel,
                anchor_a_local=loc_D,
                anchor_b_local=ORIGIN,
                connect_line_class=Line,
                anchor_a_appearance=VMobject(),
                anchor_b_appearance=VMobject(),
            ),
        ]

        shovel_locks = [
            VPinJoint(
                self.body,
                self.shovel,
                anchor_a_local=loc_C,
                anchor_b_local=s_A - self.shovel.get_center(),
                anchor_a_appearance=VMobject(),
                anchor_b_appearance=VMobject(),
            ),
            VPinJoint(
                self.body,
                self.shovel,
                anchor_a_local=loc_D,
                anchor_b_local=s_A - self.shovel.get_center(),
                anchor_a_appearance=VMobject(),
                anchor_b_appearance=VMobject(),
            ),
            VPinJoint(
                self.body,
                self.shovel,
                anchor_a_local=loc_C,
                anchor_b_local=s_B - self.shovel.get_center(),
                anchor_a_appearance=VMobject(),
                anchor_b_appearance=VMobject(),
            ),
            VPinJoint(
                self.body,
                self.shovel,
                anchor_a_local=loc_D,
                anchor_b_local=s_B - self.shovel.get_center(),
                # connect_line_class=Line,
                anchor_a_appearance=VMobject(),
                anchor_b_appearance=VMobject(),
            ),
        ]

        rest_dist = np.linalg.norm(
            self.back_wheel.get_center() - self.front_wheel.get_center()
        )
        horizontal_spring = VDampedSpring(
            self.back_wheel,
            self.front_wheel,
            rest_length=rest_dist,
            stiffness=500,
            damping=30,
            connect_line_config={"turns": 18, "color": RED, "stroke_width": 4},
        )

        suspensions = [
            VDampedSpring(
                self.body,
                self.back_wheel,
                anchor_a_local=loc_B,
                rest_length=np.linalg.norm(
                    self.body.get_corner(DL) - self.back_wheel.get_center()
                ),
                stiffness=400,
                damping=15,
                connect_line_config={"turns": 8, "color": RED, "stroke_width": 4},
            ),
            VDampedSpring(
                self.body,
                self.front_wheel,
                anchor_a_local=loc_C,
                rest_length=np.linalg.norm(
                    self.body.get_corner(DR) - self.front_wheel.get_center()
                ),
                stiffness=400,
                damping=15,
                connect_line_config={"turns": 8, "color": RED, "stroke_width": 4},
            ),
        ]

        # 5. 马达
        motors = [
            VSimpleMotor(self.body, self.back_wheel, rate=15, max_torque=1000),
            VSimpleMotor(self.body, self.front_wheel, rate=15, max_torque=1000),
        ]

        # 6. 旋转限制 (修正版)
        # 注意:我们需要限制的是 body 相对于“世界(静态空间)”的角度
        # 而不是相对于会旋转的轮子
        rotary_limits = [
            VRotaryLimitJoint(
                self.body,
                static_body,  # 关键:连接到静态背景
                min_angle=-60 * DEGREES,
                max_angle=60 * DEGREES,
            )
        ]
        return [
            *rotary_limits,
            *suspensions,
            *pivots,
            *shovel_locks,
            horizontal_spring,
            *motors,
        ]


class SpaceSceneExample(SpaceScene):
    def construct(self):
        floor = Line(start=LEFT * 2, end=RIGHT * 10, stroke_width=12, color=RED)
        floor.to_edge(DOWN, buff=0.1)

        slope = VMobjectFromSVGPath(
            se.Path(
                "M0 11C0 7.3 0 3.7 0 0 27.3 0 54.7 0 82 0 78 0 77 1 72 3 68 4 68 3 64 2 60 4 57 2 51 1 43 2 40 4 38 6 34 11 31 6 26 6 20 5 15 7 11 10 8 11 4 11 0 11"
            )
        )
        slope.set_stroke(color=WHITE, width=10).set_fill(
            color=BLACK, opacity=0.8
        ).next_to(floor, UP, buff=0).scale(4)

        stone_group = VGroup()

        slope_anchors = slope.get_anchors()
        stone_radius = 0.4
        for i in range(0, len(slope_anchors)):
            dot = Dot(slope_anchors[i], color=RED, radius=stone_radius)
            dot.shift(UP * stone_radius)
            stone_group.add(dot)

        rock_group = VGroup()

        x_min = slope.get_left()[0]
        x_max = slope.get_right()[0]
        y_min = slope.get_top()[1] + 10
        y_max = slope.get_top()[1] + 15

        rock_template = Line(start=ORIGIN, end=RIGHT * 0.5, stroke_width=40, color=RED)

        for _ in range(100):
            rand_x = random.uniform(x_min, x_max)
            rand_y = random.uniform(y_min, y_max)
            new_rock = rock_template.copy()
            new_rock.move_to([rand_x, rand_y, 0])
            new_rock.rotate(random.uniform(0, PI * 0.25))
            rock_group.add(new_rock)

        car = Car().shift(LEFT * 2).move_to(slope.get_start() + RIGHT * 5 + UP * 3)

        self.add_static_body(floor, slope)
        self.add_dynamic_body(*stone_group, *rock_group)
        self.add_dynamic_body(car.shovel, density=0.2)
        self.add_dynamic_body(car.body, density=5)
        self.add_dynamic_body(car.back_wheel, car.front_wheel, density=2, friction=0.8)
        self.add_shapes_filter(
            car.body, car.back_wheel, car.front_wheel, car.shovel, group=123
        )
        self.add_constraints(*car.add_constraints(static_body=slope))

        self.add(self.camera.frame)
        self.camera.frame.move_to(car)
        self.camera.frame.scale(2)
        self.camera.frame.add_updater(lambda m: m.move_to(car))

        # self.draw_debug_img(xlim=(-200, 200), ylim=(-1, 50))
        self.wait(3)

Methods

active_body

Activates the physical bodies of the given Mobjects if they are sleeping.

add_constraints

Adds constraint Mobjects to the scene and installs them into the physical space.

add_dynamic_body

Adds Mobjects to the physical space as static bodies.

add_kinematic_body

Adds Mobjects to the physical space as static bodies.

add_shapes_filter

Sets the collision filter for the shapes associated with the given Mobjects.

add_static_body

Adds Mobjects to the physical space as static bodies.

apply_force_at_local_point

apply_force_at_world_point

apply_impulse_at_local_point

apply_impulse_at_world_point

draw_debug_img

Pops up a Matplotlib window to render a debug view of the physical space.

get_body

Extracts the bound Pymunk Body object from a Manim Mobject.

get_line_query

get_point_query_info

get_shapea_shapeb_info

get_shapes

Retrieves the list of Pymunk Shape objects associated with a Mobject.

get_velocity_at_local_point

local_to_world

set_collision_detection_handler

set_collision_type

set_position_func

set_velocity_func

set_wildcard_collision_handler

setup

Instance initialization configuration.

sleep_body

Forces the physical bodies of the given Mobjects into a sleeping state.

velocity_at_world_point

world_to_local

Attributes

camera

time

The time since the start of the scene.

active_body(*mobs)[source]

Activates the physical bodies of the given Mobjects if they are sleeping. In physics simulations, bodies that have come to rest are often put to ‘sleep’ to save computation. This method forces those bodies back into an active state.

Parameters

mobs

The Mobjects whose associated physical bodies should be activated. This includes all sub-mobjects within the family tree of each provided Mobject.

Parameters:

mobs (Mobject)

Return type:

None

add_constraints(*mobs)[source]

Adds constraint Mobjects to the scene and installs them into the physical space. This method ensures that the constraints (such as springs, joints, or motors) are both visually rendered in Manim and physically simulated in Pymunk.

Parameters

mobs

The VConstraint objects to be added. Each must implement an install method to link with the physical space.

Parameters:

mobs (VConstraint)

add_dynamic_body(*mobs, family_members=False, is_solid=True, elasticity=0.8, friction=0.8, density=1.0, sensor=False, surface_velocity=(0.0, 0.0), center_of_gravity=(0.0, 0.0), velocity=(0.0, 0.0), angular_velocity=0.0)[source]

Adds Mobjects to the physical space as static bodies. Static bodies do not move under the influence of gravity or collisions and are typically used for environment boundaries like floors and walls.

Parameters

mobs

The Mobjects to be treated as static physical objects.

family_members

If True, all sub-mobjects (children) will also be added to the physical space.

is_solid

Determines if the body is solid. If False, it might be treated as a hollow boundary or wireframe depending on the implementation.

elasticity

The elasticity (restitution) of the shape. A value of 0.0 means no bounce, while 1.0 represents a perfectly elastic collision.

friction

The friction coefficient. Determines how much the object resists sliding along surfaces.

density

The density of the object. For static bodies, this is primarily used to calculate mass if the body is ever converted to dynamic.

sensor

If True, the shape will detect collisions but will not produce a physical collision response (objects will pass through it).

surface_velocity

The surface velocity of the shape. Useful for creating conveyor belt effects.

center_of_gravity

The center of gravity relative to the Mobject’s center.

velocity

The initial linear velocity of the body. Though static, this can affect how objects bounce off it.

angular_velocity

The initial angular velocity of the body.

Parameters:
  • elasticity (float)

  • friction (float)

  • density (float)

  • sensor (bool)

  • surface_velocity (Tuple[float, float])

  • center_of_gravity (Tuple[float, float])

  • velocity (Tuple[float, float])

  • angular_velocity (float)

add_kinematic_body(*mobs, family_members=False, is_solid=True, elasticity=0.8, friction=0.8, density=1.0, sensor=False, surface_velocity=(0.0, 0.0), center_of_gravity=(0.0, 0.0), velocity=(0.0, 0.0), angular_velocity=0.0)[source]

Adds Mobjects to the physical space as static bodies. Static bodies do not move under the influence of gravity or collisions and are typically used for environment boundaries like floors and walls.

Parameters

mobs

The Mobjects to be treated as static physical objects.

family_members

If True, all sub-mobjects (children) will also be added to the physical space.

is_solid

Determines if the body is solid. If False, it might be treated as a hollow boundary or wireframe depending on the implementation.

elasticity

The elasticity (restitution) of the shape. A value of 0.0 means no bounce, while 1.0 represents a perfectly elastic collision.

friction

The friction coefficient. Determines how much the object resists sliding along surfaces.

density

The density of the object. For static bodies, this is primarily used to calculate mass if the body is ever converted to dynamic.

sensor

If True, the shape will detect collisions but will not produce a physical collision response (objects will pass through it).

surface_velocity

The surface velocity of the shape. Useful for creating conveyor belt effects.

center_of_gravity

The center of gravity relative to the Mobject’s center.

velocity

The initial linear velocity of the body. Though static, this can affect how objects bounce off it.

angular_velocity

The initial angular velocity of the body.

Parameters:
  • elasticity (float)

  • friction (float)

  • density (float)

  • sensor (bool)

  • surface_velocity (Tuple[float, float])

  • center_of_gravity (Tuple[float, float])

  • velocity (Tuple[float, float])

  • angular_velocity (float)

add_shapes_filter(*mobs, group=0, categories=4294967295, mask=4294967295)[source]

Sets the collision filter for the shapes associated with the given Mobjects. This determines which shapes can collide with each other based on groups, categories, and masks.

Parameters

mobs

The Mobjects whose physical shapes will have the filter applied.

group

A group ID. Shapes in the same non-zero group do not collide. Useful for creating multi-part objects where internal parts ignore each other.

categories

A bitmask of the categories this shape belongs to. Default is all categories (0xFFFFFFFF).

mask

A bitmask of the categories this shape can collide with. Default is all categories (0xFFFFFFFF).

Parameters:
  • group (int)

  • categories (int)

  • mask (int)

add_static_body(*mobs, family_members=False, is_solid=True, elasticity=0.8, friction=0.8, density=1.0, sensor=False, surface_velocity=(0.0, 0.0), center_of_gravity=(0.0, 0.0), velocity=(0.0, 0.0), angular_velocity=0.0)[source]

Adds Mobjects to the physical space as static bodies. Static bodies do not move under the influence of gravity or collisions and are typically used for environment boundaries like floors and walls.

Parameters

mobs

The Mobjects to be treated as static physical objects.

family_members

If True, all sub-mobjects (children) will also be added to the physical space.

is_solid

Determines if the body is solid. If False, it might be treated as a hollow boundary or wireframe depending on the implementation.

elasticity

The elasticity (restitution) of the shape. A value of 0.0 means no bounce, while 1.0 represents a perfectly elastic collision.

friction

The friction coefficient. Determines how much the object resists sliding along surfaces.

density

The density of the object. For static bodies, this is primarily used to calculate mass if the body is ever converted to dynamic.

sensor

If True, the shape will detect collisions but will not produce a physical collision response (objects will pass through it).

surface_velocity

The surface velocity of the shape. Useful for creating conveyor belt effects.

center_of_gravity

The center of gravity relative to the Mobject’s center.

velocity

The initial linear velocity of the body. Though static, this can affect how objects bounce off it.

angular_velocity

The initial angular velocity of the body.

Parameters:
  • elasticity (float)

  • friction (float)

  • density (float)

  • sensor (bool)

  • surface_velocity (Tuple[float, float])

  • center_of_gravity (Tuple[float, float])

  • velocity (Tuple[float, float])

  • angular_velocity (float)

apply_force_at_local_point(*mobs, force, point=(0, 0, 0))[source]
Parameters:
  • mobs (Mobject)

  • force (Tuple[float, float, float])

  • point (Tuple[float, float, float])

apply_force_at_world_point(*mobs, force, point=(0, 0, 0))[source]
Parameters:
  • mobs (Mobject)

  • force (Tuple[float, float, float])

  • point (Tuple[float, float, float])

apply_impulse_at_local_point(*mobs, impulse, point=(0, 0, 0))[source]
Parameters:
  • mobs (Mobject)

  • impulse (Tuple[float, float, float])

  • point (Tuple[float, float, float])

Return type:

None

apply_impulse_at_world_point(*mobs, impulse, point=(0, 0, 0))[source]
Parameters:
  • mobs (Mobject)

  • impulse (Tuple[float, float, float])

  • point (Tuple[float, float, float])

Return type:

None

draw_debug_img(option=None, xlim=(-8, 8), ylim=(-5, 5))[source]

Pops up a Matplotlib window to render a debug view of the physical space. This is an essential diagnostic tool used to verify if collision shapes, constraints, and pivots are correctly aligned when they are not behaving as expected in the Manim render.

Note

This method will block the execution of the program until the pop-up window is manually closed.

Parameters

option

Pymunk debug draw options (e.g., pymunk.SpaceDebugDrawOptions). Determines what physical elements (shapes, constraints, collision points) are visible.

xlim

The display range for the X-axis in the plot.

ylim

The display range for the Y-axis in the plot.

Parameters:

option (int)

Return type:

None

static get_body(mob)[source]

Extracts the bound Pymunk Body object from a Manim Mobject.

This method retrieves the physical body associated with the Mobject, allowing for direct manipulation of physical properties like mass or velocity.

Parameters

mob

The target Mobject to extract the body from.

Returns

pymunk.Body | None

The bound physical body.

Raises

RuntimeError

If the Mobject has not been added to the physical space yet.

Parameters:

mob (Mobject)

Return type:

Body | None

get_line_query(mob, start, end, stroke_width)[source]
Parameters:
  • mob (Mobject)

  • start (Tuple[float, float, float])

  • end (Tuple[float, float, float])

  • stroke_width (float)

Return type:

list

get_point_query_info(mob, point=(0, 0, 0))[source]
Parameters:
  • mob (Mobject)

  • point (Tuple[float, float, float])

Return type:

list

get_shapea_shapeb_info(shape_a, shape_b)[source]
Parameters:
  • shape_a (Shape)

  • shape_b (Shape)

Return type:

list

static get_shapes(mob)[source]

Retrieves the list of Pymunk Shape objects associated with a Mobject.

Shapes define the collision boundaries of a body. One Mobject may consist of multiple physical shapes.

Parameters

mob

The Mobject whose physical shapes are to be retrieved.

Returns

list[pymunk.Shape] | None

A list of Pymunk shapes defining the collision boundaries.

Raises

RuntimeError

If the Mobject has not been added to the physical space yet.

Parameters:

mob (Mobject)

Return type:

list[Shape] | None

get_velocity_at_local_point(mob, point=(0, 0, 0))[source]
Parameters:
  • mob (Mobject)

  • point (Tuple[float, float, float])

Return type:

Tuple[float, float, float]

local_to_world(mob, point=(0, 0, 0))[source]
Parameters:
  • mob (Mobject)

  • point (Tuple[float, float, float])

set_collision_detection_handler(collision_type_a, collision_type_b, begin=None, pre_solve=None, post_solve=None, separate=None, data=None)[source]
Parameters:
  • collision_type_a (int)

  • collision_type_b (int)

  • begin (Callable[[Arbiter, Space, Dict], bool])

  • pre_solve (Callable[[Arbiter, Space, Dict], bool])

  • post_solve (Callable[[Arbiter, Space, Dict], None])

  • separate (Callable[[Arbiter, Space, Dict], None])

  • data (Dict[Any, Any])

set_collision_type(*mobs, collision_type=4)[source]
Parameters:
  • mobs (Mobject)

  • collision_type (int)

set_position_func(*mobs, callback=None)[source]
Parameters:
  • mobs (Mobject)

  • callback (Callable[[Body, float], None])

set_velocity_func(*mobs, callback=None)[source]
Parameters:
  • mobs (Mobject)

  • callback (Callable[[Body, tuple[float, float], float, float], None])

set_wildcard_collision_handler(collision_type_a, begin=None, pre_solve=None, post_solve=None, separate=None, data=None)[source]
Parameters:
  • collision_type_a (int)

  • begin (Callable[[Arbiter, Space, Dict], bool])

  • pre_solve (Callable[[Arbiter, Space, Dict], bool])

  • post_solve (Callable[[Arbiter, Space, Dict], None])

  • separate (Callable[[Arbiter, Space, Dict], None])

  • data (Dict[Any, Any])

setup()[source]

Instance initialization configuration. Automatically add physical space to the scene and start the physics state updater.

sleep_body(*mobs)[source]

Forces the physical bodies of the given Mobjects into a sleeping state. Sleeping bodies are removed from the physics simulation update loop until they are touched by another active body or manually activated, which helps reduce CPU usage.

Parameters

mobs

The Mobjects whose associated physical bodies should be put to sleep. This iterates through all sub-mobjects within the family tree of each provided Mobject.

Parameters:

mobs (Mobject)

Return type:

None

velocity_at_world_point(mob, point=(0, 0, 0))[source]
Parameters:
  • mob (Mobject)

  • point (Tuple[float, float, float])

Return type:

Tuple[float, float, float]

world_to_local(mob, point=(0, 0, 0))[source]
Parameters:
  • mob (Mobject)

  • point (Tuple[float, float, float])

Parameters:

gravity (Tuple[float, float])