Mobject class
Methods
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add(List<Mobject> mobjects)
→ void
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addNMoreSubmobjects(int n)
→ void
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addToBack(List<Mobject> mobjects)
→ void
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addToFront(List<Mobject> mobjects)
→ void
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addUpdater(Updater updater, {int? index, bool callUpdater = true})
→ void
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alignData(Mobject mob)
→ void
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alignOnBorder(Vector3 direction, {double? buffer})
→ void
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alignPoints(Mobject mob)
→ void
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alignPointsWithLarger(Mobject largerMob)
→ void
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alignSubmobjects(Mobject mob2)
→ void
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alignToMobject(Mobject mob, {Vector3? direction})
→ void
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alignToPoint(Vector3 point, {Vector3? direction})
→ void
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applyComplexFunction(Complex func(Complex))
→ void
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applyFunction(Vector3 func(Vector3))
→ void
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applyMatrix(Array mat)
→ void
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applyOverPoints({required Vector3 func(Vector3), Vector3? aboutPoint, Vector3 aboutEdge = ORIGIN})
→ void
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applyToFamily(Mobject func(Mobject), {bool useFamilyWithPoints = true})
→ void
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arrange({Vector3 direction = RIGHT, bool center = true, double buffer = DEFAULT_MOBJECT_TO_MOBJECT_BUFFER, Vector3 alignedEdge = ORIGIN, Vector3 coordinateMask = const Vector3(1, 1, 1)})
→ void
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arrangeInGrid({int? numRows, int? numCols, bool center = true, double buffer = DEFAULT_MOBJECT_TO_MOBJECT_BUFFER, Vector3 alignedEdge = ORIGIN, Vector3 coordinateMask = const Vector3(1, 1, 1)})
→ void
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become(Mobject mob, {bool copySubmobjects = true})
→ void
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becomePartial(Mobject mob, double a, double b)
→ void
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center({Vector3 mask = const Vector3(1, 1, 1)})
→ void
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centerOnXAxis()
→ void
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centerOnYAxis()
→ void
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centerOnZAxis()
→ void
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clearUpdaters({bool recursive = true})
→ void
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copy()
→ Mobject
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createGroup<MobjectType extends Mobject>(List<MobjectType> mobs)
→ Mobject
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fade({double darkness = 0.5, bool family = true})
→ void
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fadeTo(Color color, double alpha, {bool family = true})
→ void
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flip({Vector3 axis = UP, Vector3? aboutPoint, Vector3 aboutEdge = ORIGIN})
→ void
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generatePoints()
→ void
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generateTarget()
→ Mobject
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getAllPoints()
→ List<Vector3>
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getBottom()
→ Vector3
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getBoundaryPoint(Vector3 direction)
→ Vector3
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getCenter()
→ Vector3
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getCenterOfMass()
→ Vector3
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getColor()
→ Color
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getCoord(int dim, {Vector3? direction})
→ double
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getCorner(Vector3 corner)
→ Vector3
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getCriticalPoint(Vector3 direction)
→ Vector3
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getDepth()
→ double
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getEdgeCenter(Vector3 edge)
→ Vector3
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getEnd()
→ Vector3
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getExtremumAlongDim({List<Vector3>? points, int dim = 0, int key = 0})
→ double
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getFamily()
→ List<Mobject>
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getFamilyUpdaters()
→ List<Updater>
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getFamilyWithPoints()
→ List<Mobject>
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getHeight()
→ double
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getLeft()
→ Vector3
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getNadir()
→ Vector3
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getName()
→ String
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getNumPoints()
→ int
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getPieces(int numPieces)
→ Group
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getPointMobject({Vector3? center})
→ Mobject
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getPointsDefiningBoundary()
→ List<Vector3>
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getPos({Vector3? direction})
→ Vector3
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getRight()
→ Vector3
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getStart()
→ Vector3
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getStartAndEnd()
→ Tuple2<Vector3, Vector3>
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getTop()
→ Vector3
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getUpdaters()
→ List<Updater>
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getWidth()
→ double
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getX({Vector3? direction})
→ double
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getY({Vector3? direction})
→ double
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getZ({Vector3? direction})
→ double
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getZenith()
→ Vector3
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getZIndexReferencePoint()
→ Vector3
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hasNoPoints()
→ bool
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hasPoints()
→ bool
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hasUpdaters()
→ bool
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initColors()
→ void
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interpolate(Mobject a, Mobject b, double alpha, {PathFunc? pathFunc})
→ void
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interpolateColor(Mobject a, Mobject b, double alpha)
→ void
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isInside(Vector3 pt, {double buff = SMALL_BUFFER})
→ bool
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isOffScreen()
→ bool
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lengthOverDim(int dim)
→ double
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matchColor(Mobject mob)
→ void
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matchCoord(Mobject mob, int dim, {Vector3? direction})
→ void
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matchDepth(Mobject mob, {Vector3 aboutEdge = ORIGIN, Vector3? aboutPoint, bool stretch = false})
→ void
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matchDimSize(Mobject mob, int dim, {Vector3 aboutEdge = ORIGIN, Vector3? aboutPoint, bool stretch = false})
→ void
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matchHeight(Mobject mob, {Vector3 aboutEdge = ORIGIN, Vector3? aboutPoint, bool stretch = false})
→ void
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matchUpdaters(Mobject mob)
→ void
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matchWidth(Mobject mob, {Vector3 aboutEdge = ORIGIN, Vector3? aboutPoint, bool stretch = false})
→ void
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matchX(Mobject mob, {Vector3? direction})
→ void
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matchY(Mobject mob, {Vector3? direction})
→ void
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matchZ(Mobject mob, {Vector3? direction})
→ void
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moveToMobject(Mobject target, {Vector3? alignedEdge, Vector3? coordinateMask})
→ void
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moveToPoint(Vector3 target, {Vector3? alignedEdge, Vector3? coordinateMask})
→ void
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nextToMobject(Mobject mobject, {Vector3 direction = RIGHT, double buffer = DEFAULT_MOBJECT_TO_MOBJECT_BUFFER, Vector3 alignedEdge = ORIGIN, Vector3 coordinateMask = const Vector3(1, 1, 1)})
→ void
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nextToPoint(Vector3 targetPoint, {Vector3 direction = RIGHT, double buffer = DEFAULT_MOBJECT_TO_MOBJECT_BUFFER, Vector3 alignedEdge = ORIGIN, Vector3 coordinateMask = const Vector3(1, 1, 1)})
→ void
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nonEmptySubmobjects()
→ List<Mobject>
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noSuchMethod(Invocation invocation)
→ dynamic
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Invoked when a nonexistent method or property is accessed.
inherited
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nullPointAlign(Mobject m2)
→ void
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pointFromProportion(double alpha)
→ Vector3
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pointwiseBecomePartial(Mobject mob, double a, double b)
→ void
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pushSelfIntoSubmobjects()
→ void
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putStartAndEndOn(Vector3 start, Vector3 end)
→ void
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remove(List<Mobject> mobjects)
→ void
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removeUpdater(Updater updater)
→ void
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repeat(int count)
→ void
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replace(Mobject mob, {int dimToMatch = 0, bool stretch = false})
→ void
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rescaleToFit(double length, int dim, {bool stretch = false, Vector3 aboutEdge = ORIGIN, Vector3? aboutPoint})
→ void
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resetPoints()
→ void
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resumeUpdating({bool recursive = true})
→ void
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reversePoints()
→ void
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reverseSubmobjects({bool recursive = false})
→ void
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rotate(double angle, {Vector3 axis = OUT, Vector3? aboutPoint, Vector3 aboutEdge = ORIGIN})
→ void
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rotateAboutOrigin(double angle, {Vector3 axis = OUT})
→ void
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scale(Vector3 scaleFactor, {Vector3? aboutPoint, Vector3 aboutEdge = ORIGIN})
→ void
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scaleUniformly(double scaleFactor, {Vector3? aboutPoint, Vector3 aboutEdge = ORIGIN})
→ void
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setColor({required Color color, bool family = true})
→ void
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setColorByGradient(List<Color> colors)
→ void
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setColorByRadialGradient({Vector3? center, double? radius, required Color innerColor, required Color outerColor})
→ void
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setCoord(double value, int dim, {Vector3? direction})
→ void
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setDepth(double depth, {bool stretch = false, Vector3? aboutPoint, Vector3 aboutEdge = ORIGIN})
→ void
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setHeight(double height, {bool stretch = false, Vector3? aboutPoint, Vector3 aboutEdge = ORIGIN})
→ void
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setSubmobjectColorsByGradient(List<Color> colors)
→ void
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setSubmobjectColorsByRadialGradient({Vector3? center, double? radius, required Color innerColor, required Color outerColor})
→ void
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setWidth(double width, {bool stretch = false, Vector3? aboutPoint, Vector3 aboutEdge = ORIGIN})
→ void
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setX(double x, {Vector3? direction})
→ void
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setY(double y, {Vector3? direction})
→ void
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setZ(double z, {Vector3? direction})
→ void
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shift(Vector3 delta)
→ void
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shiftOntoScreen({double? buffer})
→ void
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shuffle({bool recursive = false})
→ void
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sort({double pointToNumFunc(Vector3)?, double keyFunc(Mobject)?})
→ void
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spaceOutSubmobjects({double factor = 1.5, Vector3 aboutEdge = ORIGIN, Vector3? aboutPoint})
→ void
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split()
→ List<Mobject>
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stretch(double scaleFactor, int dim, {Vector3? aboutPoint, Vector3 aboutEdge = ORIGIN})
→ void
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stretchToFitDepth(double depth, {Vector3? aboutPoint, Vector3 aboutEdge = ORIGIN})
→ void
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stretchToFitHeight(double height, {Vector3? aboutPoint, Vector3 aboutEdge = ORIGIN})
→ void
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stretchToFitWidth(double width, {Vector3? aboutPoint, Vector3 aboutEdge = ORIGIN})
→ void
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surround(Mobject mob, {int dimToMatch = 0, bool stretch = false, double? buffer})
→ void
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suspendUpdating({bool recursive = true})
→ void
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throwErrorIfNoPoints(String? method)
→ void
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toCorner({Vector3 corner = DL, double buffer = DEFAULT_MOBJECT_TO_EDGE_BUFFER})
→ void
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toEdge({Vector3 edge = LEFT, double buffer = DEFAULT_MOBJECT_TO_EDGE_BUFFER})
→ void
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toOriginalColor()
→ void
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toString()
→ String
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A string representation of this object.
override
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update({double dt = 0, bool recursive = true})
→ void
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wag({Vector3 direction = RIGHT, Vector3 axis = DOWN, double wagFactor = 1.0})
→ void
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