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Visual Animation — SCENE-3D-P — version 1.22.0
9.3

Visual Animation — SCENE-3D-P — version 1.22.0🔗

 (require animate) package: animate

Visual Animation is a small, immutable animation library for Racket. It is an early step toward a Manim-like system. The library keeps semantic scene data separate from Pict rendering and file output.

The public API in this manual is version 1.22.0. This is a prototype, so the repository improves names and behavior directly: internal callers, examples, tests, and documentation are updated together, and obsolete spellings are removed rather than retained as compatibility aliases.

    1 Getting Started

    2 Source Programs

    3 Interactive Preview

    4 Rendering a Video

    5 Project Planning

    6 Immutable Scenes and Arbitrary-Time Sampling

    7 Formula Source Maps

    8 Relation Phases

    9 Spatial Coordinates

    10 Public Module Boundaries

    11 Source Programs and Authored Timelines

      11.1 Named source blocks

    12 Interactive Preview and Inspection

    13 Projects and Final Rendering

    14 Canonical Examples

    15 Source Package Hygiene

    16 Quick Start

      16.1 The Model

        16.1.1 World Coordinates

        16.1.2 Visuals and Identity

        16.1.3 Text and Formulas

        16.1.4 Paths

        16.1.5 Arrows and Cartesian Axes

        16.1.6 Sampled Function Graphs

        16.1.7 Parametric Curves and Data Plots

        16.1.8 Point Markers, Scatter Plots, and Filled Areas

        16.1.9 Scene States and Scenes

        16.1.10 Transforms

        16.1.11 Groups

        16.1.12 Relative Layout

        16.1.13 Opacity

        16.1.14 Time and Frames

      16.2 Scene States

      16.3 Animation Requests

        16.3.1 Robust Pointwise Maps

        16.3.2 Serializable Rate Functions

      16.4 Scene Timelines

    17 Geometry

      17.1 Scene Parameters

      17.2 Path Geometry

        17.2.1 General Boolean Path Geometry and Clipping

      17.3 Affine Transforms

        17.3.1 General Affine Maps

      17.4 Cameras

      17.5 Frame-Space Overlays and Callouts

      17.6 Semantic Colors and Paints

        17.6.1 Semantic fill paints

    18 3D Algebra and Opaque Rendering

      18.1 Vectors

      18.2 Linear maps and rotations

      18.3 Affine and decomposed transforms

      18.4 Bounds, rays, and planes

      18.5 Spatial Visuals and paths

      18.6 Meshes

        18.6.1 Topology diagnostics and explicit orientation repair

      18.7 Materials and lights

      18.8 Cameras and projection

      18.9 Spatial viewports

      18.10 Spatial animation and camera authoring

      18.11 Semantic spatial relations and projected labels

      18.12 Spatial curves and vector diagrams

      18.13 Parametric surfaces and calculus

      18.14 Adaptive, trimmed, and implicit surfaces

      18.15 Constructive solids

      18.16 Clipping, sections, and transparency

      18.17 Cuts, caps, and section measurements

      18.18 Spatial anchors and label layout

      18.19 Spatial maps and homotopies

      18.20 Prepared spatial ODE trajectories and vector fields

      18.21 Spatial inspection and exact picking

      18.22 Retained renderer backends

      18.23 Optional Racket/OpenGL backend

    19 Visuals

      19.1 The Basic Visual Protocol

      19.2 Whole-Visual Affine Maps

      19.3 The Affine-Visual Protocol

      19.4 The Opacity-Visual Protocol

      19.5 The Stroke-Width-Visual Protocol

      19.6 Fill-Color and Stroke-Color Visual Protocols

      19.7 Circle Visuals

      19.8 Rectangle Visuals

      19.9 Plain, Multiline, and Rich Text Visuals

      19.10 Numeric Displays

      19.11 Matrices and Tables

      19.12 Deterministic Traced Paths

      19.13 LaTeX Formula Visuals

        19.13.1 Making latex-pict Available

      19.14 Tagged Formula Layouts

      19.15 Source-Addressable Formulas

      19.16 Named Formula Parts and Correspondence

      19.17 Path Visuals

      19.18 Bitmap Images

      19.19 Full-Fidelity SVG Images

      19.20 Semantic SVG Import

      19.21 Arrow and Cartesian Axes Visuals

        19.21.1 Arrows

        19.21.2 Dynamic Endpoint Geometry

        19.21.3 Mathematical Annotations

        19.21.4 Mathematical Shape Catalogue

        19.21.5 Axis Ranges

        19.21.6 Cartesian Axes

      19.22 Linear-Algebra Diagrams

      19.23 Complex and Polar Coordinates

      19.24 Coordinate and Calculus Helpers

      19.25 Coordinate Curves and Plots

        19.25.1 Interpolation Modes

        19.25.2 Sampled Curves and Fields

      19.26 Deterministic ODE Flow and Streamlines

        19.26.1 Parametric Curves

        19.26.2 Ordered Data Plots

      19.27 Group Visuals

      19.28 First-Class Relation Visuals

        19.28.1 Acyclic Live Layout

    20 Experimental Derived Visuals

    21 Pict Renderer Protocol

      21.1 Built-in Rendering

      21.2 Defining a Custom Renderer

      21.3 Relative Layout

        21.3.1 Fitting a Background

      21.4 Temporary Attention Effects

      21.5 Pict, Bitmap, and Frame Conversion

      21.6 PNG and MP4 Output

        21.6.1 Authored timelines and selected sections

          21.6.1.1 Rendering selected frames and authored sections

        21.6.2 Mathematical graphs and networks

        21.6.3 MP4 encoding and media assembly

        21.6.4 Project execution

      21.7 Errors and Validation

      21.8 Determinism and Immutability

    22 Number Lines and Coordinate Decorations

      22.1 Animated Camera Views

      22.2 Automatic Camera Framing and Following

        22.2.1 Fitting a Rendered Box

        22.2.2 Fitting Visuals and Scene Targets

        22.2.3 Following a Moving Visual

      22.3 Unified Style Transitions

      22.4 Fill and Stroke Color Animation

      22.5 Stroke-Width Animation

      22.6 Duration-Scaled Visual Animation Composition

      22.7 Lagged Visual Animation Composition

      22.8 Parallel Visual Animation Composition

      22.9 Successive Visual Animation Composition

      22.10 Local Visual Animation Timing

      22.11 Per-Pair Real-Match Penalties

      22.12 Per-Subpath Birth/Death Penalties

      22.13 Per-Subpath Birth/Death Anchors

      22.14 Penalized Topology-Changing Correspondence

      22.15 Explicit Birth/Death Anchors

      22.16 Topology-Changing Morphs and Subpath Birth/Death

      22.17 Automatic Mixed-Topology Compound Morph Correspondence

      22.18 Automatic Open-Compound Morph Correspondence

      22.19 Automatic Open-Path Morph Correspondence

      22.20 Automatic Compound-Path Morph Correspondence

      22.21 Automatic Closed-Loop Morph Correspondence

      22.22 Path Reversal and Cyclic Starts

      22.23 Continuous Joined Offset Paths

      22.24 Path Tangents, Orientation, and Normal Offsets

      22.25 Arc-Length Path Following

      22.26 Fixed-in-Frame Overlays and Callouts

      22.27 Point Markers, Scatter Plots, and Filled Areas

      22.28 Probability and Statistical Diagrams