-
Notifications
You must be signed in to change notification settings - Fork 2.4k
Roadmap
Darylgolden edited this page Dec 21, 2021
·
14 revisions
Problem: currently Manim's modules are very convoluted and the rendering logic is not really easy to understand.
Solution: Let's try to come up with a general interface for things. We'll start with basic concepts, and then move on from there. Once we have settled for a design that makes sense, we can start pushing the current implementation more in that direction. (Or rewrite parts from scratch, which might be easier in some cases.)
class Scene:
"""
A scene is Manim's basic canvas.
"""
# Attributes
camera # <- might be owned by the renderer
mobjects
renderer # <- might be owned by the camera
# Methods
class Mobject:
"""
Mobjects are "Manim objects", that is, objects that
can be added to Scenes (+ animated!)
"""
# Attributes
# Methods
class Camera(Mobject):
"""
A camera is a special mobject which is used to capture
the perspective of someone viewing a scene. The camera
talks to a renderer (or maybe the renderer talks to the
camera of a scene?).
The Camera works independently
of the actual renderer implementation being used.
"""
# Attributes
# Methods
class Renderer:
"""
Renderers are responsible for turning the information
relayed to them by a camera into data that can be
used for producing an image or an animation (or maybe
even more advanced types like SVGs?).
This has to be an abstract class,
which can't be instantiated.
It only serves as an interface for
the actual implementation using a specific rendering API—
like Vulkan or OpenGL. That way the rest of Manim doesn't "care"
which rendering implementation is being used
under the hood.
"""
# Attributes
# Methods