diff --git a/manimlib/mobject/coordinate_systems.py b/manimlib/mobject/coordinate_systems.py index bb8b5aa160..df0b2115ff 100644 --- a/manimlib/mobject/coordinate_systems.py +++ b/manimlib/mobject/coordinate_systems.py @@ -137,9 +137,10 @@ def get_axis_label( edge: Vect3, direction: Vect3, buff: float = MED_SMALL_BUFF, - ensure_on_screen: bool = False + ensure_on_screen: bool = False, + **kwargs ) -> Tex: - label = Tex(label_tex) + label = Tex(label_tex, **kwargs) label.next_to( axis.get_edge_center(edge), direction, buff=buff @@ -151,11 +152,12 @@ def get_axis_label( def get_axis_labels( self, x_label_tex: str = "x", - y_label_tex: str = "y" + y_label_tex: str = "y", + **kwargs ) -> VGroup: self.axis_labels = VGroup( - self.get_x_axis_label(x_label_tex), - self.get_y_axis_label(y_label_tex), + self.get_x_axis_label(x_label_tex, **kwargs), + self.get_y_axis_label(y_label_tex, **kwargs), ) return self.axis_labels diff --git a/manimlib/mobject/mobject.py b/manimlib/mobject/mobject.py index 6fc99055f2..4f7d2bc713 100644 --- a/manimlib/mobject/mobject.py +++ b/manimlib/mobject/mobject.py @@ -1324,7 +1324,7 @@ def set_color_by_rgba_func( recurse: bool = True ) -> Self: """ - Func should take in a point in R3 and output an rgba value + Func should accept an (N, 3) array and return an (N, 4) array of RGB values in [0,1] """ for mob in self.get_family(recurse): mob.set_rgba_array(func(mob.get_points())) @@ -1337,7 +1337,7 @@ def set_color_by_rgb_func( recurse: bool = True ) -> Self: """ - Func should take in a point in R3 and output an rgb value + Func should accept an (N, 3) array and return an (N, 3) array of RGB values in [0,1] """ for mob in self.get_family(recurse): points = mob.get_points() diff --git a/manimlib/scene/scene_embed.py b/manimlib/scene/scene_embed.py index 429693dd55..7e3d7da110 100644 --- a/manimlib/scene/scene_embed.py +++ b/manimlib/scene/scene_embed.py @@ -66,6 +66,7 @@ def get_shortcuts(self): wait=scene.wait, add=scene.add, remove=scene.remove, + remove_all_except=scene.remove_all_except, clear=scene.clear, focus=scene.focus, save_state=scene.save_state,