Intelegentny_Pszczelarz/.venv/Lib/site-packages/pygame/docs/generated/_sources/ref/math.rst.txt
2023-03-18 12:55:22 +01:00

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.. include:: common.txt
:mod:`pygame.math`
==================
.. module:: pygame.math
:synopsis: pygame module for vector classes
| :sl:`pygame module for vector classes`
The pygame math module currently provides Vector classes in two and three
dimensions, ``Vector2`` and ``Vector3`` respectively.
They support the following numerical operations: ``vec + vec``, ``vec - vec``,
``vec * number``, ``number * vec``, ``vec / number``, ``vec // number``, ``vec += vec``,
``vec -= vec``, ``vec *= number``, ``vec /= number``, ``vec //= number``, ``round(vec, ndigits=0)``.
All these operations will be performed elementwise.
In addition ``vec * vec`` will perform a scalar-product (a.k.a. dot-product).
If you want to multiply every element from vector v with every element from
vector w you can use the elementwise method: ``v.elementwise() * w``
The coordinates of a vector can be retrieved or set using attributes or
subscripts
::
v = pygame.Vector3()
v.x = 5
v[1] = 2 * v.x
print(v[1]) # 10
v.x == v[0]
v.y == v[1]
v.z == v[2]
Multiple coordinates can be set using slices or swizzling
::
v = pygame.Vector2()
v.xy = 1, 2
v[:] = 1, 2
.. versionadded:: 1.9.2pre
.. versionchanged:: 1.9.4 Removed experimental notice.
.. versionchanged:: 1.9.4 Allow scalar construction like GLSL Vector2(2) == Vector2(2.0, 2.0)
.. versionchanged:: 1.9.4 :mod:`pygame.math` import not required. More convenient ``pygame.Vector2`` and ``pygame.Vector3``.
.. versionchanged:: 2.2.0 `round` returns a new vector with components rounded to the specified digits.
.. function:: clamp
| :sl:`returns value clamped to min and max.`
| :sg:`clamp(value, min, max) -> float`
**Experimental:** feature still in development available for testing and feedback. It may change.
`Please leave clamp feedback with authors <https://github.com/pygame/pygame/pull/3326>`_
Clamps a numeric ``value`` so that it's no lower than ``min``, and no higher
than ``max``.
.. versionadded:: 2.1.3
.. ## math.clamp ##
.. function:: lerp
| :sl:`interpolates between two values by a weight.`
| :sg:`lerp(a, b, weight) -> float`
Linearly interpolates between ``a`` and ``b`` by ``weight`` using the formula ``a + (b-a) * weight``.
If ``weight`` is ``0.5``, ``lerp`` will return the value half-way between ``a``
and ``b``. When ``a = 10`` and ``b = 20``, ``lerp(a, b, 0.5)`` will return ``15``. You
can think of weight as the percentage of interpolation from ``a`` to ``b``, ``0.0``
being 0% and ``1.0`` being 100%.
``lerp`` can be used for many things. You could rotate a sprite by a weight with
``angle = lerp(0, 360, weight)``. You could even scale an enemy's attack value
based on the level you're playing:
::
FINAL_LEVEL = 10
current_level = 2
attack = lerp(10, 50, current_level/MAX_LEVEL) # 18
If you're on level 0, ``attack`` will be ``10``, if you're on level 10,
``attack`` will be ``50``. If you're on level 5, the
result of ``current_level/MAX_LEVEL`` will be ``0.5``
which represents 50%, therefore ``attack`` will be ``30``, which is the midpoint of ``10`` and ``50``.
Raises a ValueError if ``weight`` is outside the range of ``[0, 1]``.
.. versionadded:: 2.1.3
.. ## math.lerp ##
.. class:: Vector2
| :sl:`a 2-Dimensional Vector`
| :sg:`Vector2() -> Vector2(0, 0)`
| :sg:`Vector2(int) -> Vector2`
| :sg:`Vector2(float) -> Vector2`
| :sg:`Vector2(Vector2) -> Vector2`
| :sg:`Vector2(x, y) -> Vector2`
| :sg:`Vector2((x, y)) -> Vector2`
Some general information about the ``Vector2`` class.
.. versionchanged:: 2.1.3
Inherited methods of vector subclasses now correctly return an instance of the
subclass instead of the superclass
.. method:: dot
| :sl:`calculates the dot- or scalar-product with the other vector`
| :sg:`dot(Vector2) -> float`
.. ## Vector2.dot ##
.. method:: cross
| :sl:`calculates the cross- or vector-product`
| :sg:`cross(Vector2) -> float`
calculates the third component of the cross-product.
.. ## Vector2.cross ##
.. method:: magnitude
| :sl:`returns the Euclidean magnitude of the vector.`
| :sg:`magnitude() -> float`
calculates the magnitude of the vector which follows from the
theorem: ``vec.magnitude() == math.sqrt(vec.x**2 + vec.y**2)``
.. ## Vector2.magnitude ##
.. method:: magnitude_squared
| :sl:`returns the squared magnitude of the vector.`
| :sg:`magnitude_squared() -> float`
calculates the magnitude of the vector which follows from the
theorem: ``vec.magnitude_squared() == vec.x**2 + vec.y**2``. This
is faster than ``vec.magnitude()`` because it avoids the square root.
.. ## Vector2.magnitude_squared ##
.. method:: length
| :sl:`returns the Euclidean length of the vector.`
| :sg:`length() -> float`
calculates the Euclidean length of the vector which follows from the
Pythagorean theorem: ``vec.length() == math.sqrt(vec.x**2 + vec.y**2)``
.. ## Vector2.length ##
.. method:: length_squared
| :sl:`returns the squared Euclidean length of the vector.`
| :sg:`length_squared() -> float`
calculates the Euclidean length of the vector which follows from the
Pythagorean theorem: ``vec.length_squared() == vec.x**2 + vec.y**2``.
This is faster than ``vec.length()`` because it avoids the square root.
.. ## Vector2.length_squared ##
.. method:: normalize
| :sl:`returns a vector with the same direction but length 1.`
| :sg:`normalize() -> Vector2`
Returns a new vector that has ``length`` equal to ``1`` and the same
direction as self.
.. ## Vector2.normalize ##
.. method:: normalize_ip
| :sl:`normalizes the vector in place so that its length is 1.`
| :sg:`normalize_ip() -> None`
Normalizes the vector so that it has ``length`` equal to ``1``.
The direction of the vector is not changed.
.. ## Vector2.normalize_ip ##
.. method:: is_normalized
| :sl:`tests if the vector is normalized i.e. has length == 1.`
| :sg:`is_normalized() -> Bool`
Returns True if the vector has ``length`` equal to ``1``. Otherwise
it returns ``False``.
.. ## Vector2.is_normalized ##
.. method:: scale_to_length
| :sl:`scales the vector to a given length.`
| :sg:`scale_to_length(float) -> None`
Scales the vector so that it has the given length. The direction of the
vector is not changed. You can also scale to length ``0``. If the vector
is the zero vector (i.e. has length ``0`` thus no direction) a
``ValueError`` is raised.
.. ## Vector2.scale_to_length ##
.. method:: reflect
| :sl:`returns a vector reflected of a given normal.`
| :sg:`reflect(Vector2) -> Vector2`
Returns a new vector that points in the direction as if self would bounce
of a surface characterized by the given surface normal. The length of the
new vector is the same as self's.
.. ## Vector2.reflect ##
.. method:: reflect_ip
| :sl:`reflect the vector of a given normal in place.`
| :sg:`reflect_ip(Vector2) -> None`
Changes the direction of self as if it would have been reflected of a
surface with the given surface normal.
.. ## Vector2.reflect_ip ##
.. method:: distance_to
| :sl:`calculates the Euclidean distance to a given vector.`
| :sg:`distance_to(Vector2) -> float`
.. ## Vector2.distance_to ##
.. method:: distance_squared_to
| :sl:`calculates the squared Euclidean distance to a given vector.`
| :sg:`distance_squared_to(Vector2) -> float`
.. ## Vector2.distance_squared_to ##
.. method:: move_towards
| :sl:`returns a vector moved toward the target by a given distance.`
| :sg:`move_towards(Vector2, float) -> Vector2`
**Experimental:** feature still in development available for testing and feedback. It may change.
`Please leave move_towards feedback with authors <https://github.com/pygame/pygame/pull/2929>`_
Returns a Vector which is moved towards the given Vector by a given
distance and does not overshoot past its target Vector.
The first parameter determines the target Vector, while the second
parameter determines the delta distance. If the distance is in the
negatives, then it will move away from the target Vector.
.. versionadded:: 2.1.3
.. ## Vector2.move_towards ##
.. method:: move_towards_ip
| :sl:`moves the vector toward its target at a given distance.`
| :sg:`move_towards_ip(Vector2, float) -> None`
**Experimental:** feature still in development available for testing and feedback. It may change.
`Please leave move_towards_ip feedback with authors <https://github.com/pygame/pygame/pull/2929>`_
Moves itself toward the given Vector at a given distance and does not
overshoot past its target Vector.
The first parameter determines the target Vector, while the second
parameter determines the delta distance. If the distance is in the
negatives, then it will move away from the target Vector.
.. versionadded:: 2.1.3
.. ## Vector2.move_towards_ip ##
.. method:: lerp
| :sl:`returns a linear interpolation to the given vector.`
| :sg:`lerp(Vector2, float) -> Vector2`
Returns a Vector which is a linear interpolation between self and the
given Vector. The second parameter determines how far between self and
other the result is going to be. It must be a value between ``0`` and ``1``
where ``0`` means self and ``1`` means other will be returned.
.. ## Vector2.lerp ##
.. method:: slerp
| :sl:`returns a spherical interpolation to the given vector.`
| :sg:`slerp(Vector2, float) -> Vector2`
Calculates the spherical interpolation from self to the given Vector. The
second argument - often called t - must be in the range ``[-1, 1]``. It
parametrizes where - in between the two vectors - the result should be.
If a negative value is given the interpolation will not take the
complement of the shortest path.
.. ## Vector2.slerp ##
.. method:: elementwise
| :sl:`The next operation will be performed elementwise.`
| :sg:`elementwise() -> VectorElementwiseProxy`
Applies the following operation to each element of the vector.
.. ## Vector2.elementwise ##
.. method:: rotate
| :sl:`rotates a vector by a given angle in degrees.`
| :sg:`rotate(angle) -> Vector2`
Returns a vector which has the same length as self but is rotated
counterclockwise by the given angle in degrees.
(Note that due to pygame's inverted y coordinate system, the rotation
will look clockwise if displayed).
.. ## Vector2.rotate ##
.. method:: rotate_rad
| :sl:`rotates a vector by a given angle in radians.`
| :sg:`rotate_rad(angle) -> Vector2`
Returns a vector which has the same length as self but is rotated
counterclockwise by the given angle in radians.
(Note that due to pygame's inverted y coordinate system, the rotation
will look clockwise if displayed).
.. versionadded:: 2.0.0
.. ## Vector2.rotate_rad ##
.. method:: rotate_ip
| :sl:`rotates the vector by a given angle in degrees in place.`
| :sg:`rotate_ip(angle) -> None`
Rotates the vector counterclockwise by the given angle in degrees. The
length of the vector is not changed.
(Note that due to pygame's inverted y coordinate system, the rotation
will look clockwise if displayed).
.. ## Vector2.rotate_ip ##
.. method:: rotate_ip_rad
| :sl:`rotates the vector by a given angle in radians in place.`
| :sg:`rotate_ip_rad(angle) -> None`
DEPRECATED: Use rotate_rad_ip() instead.
.. versionadded:: 2.0.0
.. deprecated:: 2.1.1
.. ## Vector2.rotate_rad_ip ##
.. method:: rotate_rad_ip
| :sl:`rotates the vector by a given angle in radians in place.`
| :sg:`rotate_rad_ip(angle) -> None`
Rotates the vector counterclockwise by the given angle in radians. The
length of the vector is not changed.
(Note that due to pygame's inverted y coordinate system, the rotation
will look clockwise if displayed).
.. versionadded:: 2.1.1
.. ## Vector2.rotate_rad_ip ##
.. method:: angle_to
| :sl:`calculates the angle to a given vector in degrees.`
| :sg:`angle_to(Vector2) -> float`
Returns the angle from self to the passed ``Vector2`` that would rotate self
to be aligned with the passed ``Vector2`` without crossing over the negative
x-axis.
.. figure:: code_examples/angle_to.png
:alt: angle_to image
Example demonstrating the angle returned
.. ## Vector2.angle_to ##
.. method:: as_polar
| :sl:`returns a tuple with radial distance and azimuthal angle.`
| :sg:`as_polar() -> (r, phi)`
Returns a tuple ``(r, phi)`` where r is the radial distance, and phi
is the azimuthal angle.
.. ## Vector2.as_polar ##
.. method:: from_polar
| :sl:`Creates a Vector2(x, y) or sets x and y from a polar coordinates tuple.`
| :sg:`Vector2.from_polar((r, phi)) -> Vector2`
| :sg:`Vector2().from_polar((r, phi)) -> None`
If used from the class creates a Vector2(x,y), else sets x and y.
The values of x and y are defined from a tuple ``(r, phi)`` where r
is the radial distance, and phi is the azimuthal angle.
.. ## Vector2.from_polar ##
.. method:: project
| :sl:`projects a vector onto another.`
| :sg:`project(Vector2) -> Vector2`
Returns the projected vector. This is useful for collision detection in finding the components in a certain direction (e.g. in direction of the wall).
For a more detailed explanation see `Wikipedia <https://en.wikipedia.org/wiki/Vector_projection>`_.
.. versionadded:: 2.0.2
.. ## Vector2.project ##
.. method:: copy
| :sl:`Returns a copy of itself.`
| :sg:`copy() -> Vector2`
Returns a new Vector2 having the same dimensions.
.. versionadded:: 2.1.1
.. ## Vector2.copy ##
.. method:: clamp_magnitude
| :sl:`Returns a copy of a vector with the magnitude clamped between max_length and min_length.`
| :sg:`clamp_magnitude(max_length) -> Vector2`
| :sg:`clamp_magnitude(min_length, max_length) -> Vector2`
**Experimental:** feature still in development available for testing and feedback. It may change.
`Please leave clamp_magnitude feedback with authors <https://github.com/pygame/pygame/pull/2990>`_
Returns a new copy of a vector with the magnitude clamped between
``max_length`` and ``min_length``. If only one argument is passed, it is
taken to be the ``max_length``
This function raises ``ValueError`` if ``min_length`` is greater than
``max_length``, or if either of these values are negative.
.. versionadded:: 2.1.3
.. ## Vector2.clamp_magnitude ##
.. method:: clamp_magnitude_ip
| :sl:`Clamps the vector's magnitude between max_length and min_length`
| :sg:`clamp_magnitude_ip(max_length) -> None`
| :sg:`clamp_magnitude_ip(min_length, max_length) -> None`
**Experimental:** feature still in development available for testing and feedback. It may change.
`Please leave clamp_magnitude_ip feedback with authors <https://github.com/pygame/pygame/pull/2990>`_
Clamps the vector's magnitude between ``max_length`` and ``min_length``.
If only one argument is passed, it is taken to be the ``max_length``
This function raises ``ValueError`` if ``min_length`` is greater than
``max_length``, or if either of these values are negative.
.. versionadded:: 2.1.3
.. ## Vector2.clamp_magnitude_ip ##
.. method:: update
| :sl:`Sets the coordinates of the vector.`
| :sg:`update() -> None`
| :sg:`update(int) -> None`
| :sg:`update(float) -> None`
| :sg:`update(Vector2) -> None`
| :sg:`update(x, y) -> None`
| :sg:`update((x, y)) -> None`
Sets coordinates x and y in place.
.. versionadded:: 1.9.5
.. ## Vector2.update ##
.. attribute:: epsilon
| :sl:`Determines the tolerance of vector calculations.`
Both Vector classes have a value named ``epsilon`` that defaults to ``1e-6``.
This value acts as a numerical margin in various methods to account for floating point
arithmetic errors. Specifically, ``epsilon`` is used in the following places:
* comparing Vectors (``==`` and ``!=``)
* the ``is_normalized`` method (if the square of the length is within ``epsilon`` of 1, it's normalized)
* slerping (a Vector with a length of ``<epsilon`` is considered a zero vector, and can't slerp with that)
* reflection (can't reflect over the zero vector)
* projection (can't project onto the zero vector)
* rotation (only used when rotating by a multiple of 90 degrees)
While it's possible to change ``epsilon`` for a specific instance of a Vector, all the other Vectors
will retain the default value. Changing ``epsilon`` on a specific instance however could lead to some
asymmetric behavior where symmetry would be expected, such as
::
u = pygame.Vector2(0, 1)
v = pygame.Vector2(0, 1.2)
u.epsilon = 0.5 # don't set it nearly this large
print(u == v) # >> True
print(v == u) # >> False
You'll probably never have to change ``epsilon`` from the default value, but in rare situations you might
find that either the margin is too large or too small, in which case changing ``epsilon`` slightly
might help you out.
.. ## pygame.math.Vector2 ##
.. class:: Vector3
| :sl:`a 3-Dimensional Vector`
| :sg:`Vector3() -> Vector3(0, 0, 0)`
| :sg:`Vector3(int) -> Vector3`
| :sg:`Vector3(float) -> Vector3`
| :sg:`Vector3(Vector3) -> Vector3`
| :sg:`Vector3(x, y, z) -> Vector3`
| :sg:`Vector3((x, y, z)) -> Vector3`
Some general information about the Vector3 class.
.. versionchanged:: 2.1.3
Inherited methods of vector subclasses now correctly return an instance of the
subclass instead of the superclass
.. method:: dot
| :sl:`calculates the dot- or scalar-product with the other vector`
| :sg:`dot(Vector3) -> float`
.. ## Vector3.dot ##
.. method:: cross
| :sl:`calculates the cross- or vector-product`
| :sg:`cross(Vector3) -> Vector3`
calculates the cross-product.
.. ## Vector3.cross ##
.. method:: magnitude
| :sl:`returns the Euclidean magnitude of the vector.`
| :sg:`magnitude() -> float`
calculates the magnitude of the vector which follows from the
theorem: ``vec.magnitude() == math.sqrt(vec.x**2 + vec.y**2 + vec.z**2)``
.. ## Vector3.magnitude ##
.. method:: magnitude_squared
| :sl:`returns the squared Euclidean magnitude of the vector.`
| :sg:`magnitude_squared() -> float`
calculates the magnitude of the vector which follows from the
theorem:
``vec.magnitude_squared() == vec.x**2 + vec.y**2 + vec.z**2``.
This is faster than ``vec.magnitude()`` because it avoids the
square root.
.. ## Vector3.magnitude_squared ##
.. method:: length
| :sl:`returns the Euclidean length of the vector.`
| :sg:`length() -> float`
calculates the Euclidean length of the vector which follows from the
Pythagorean theorem:
``vec.length() == math.sqrt(vec.x**2 + vec.y**2 + vec.z**2)``
.. ## Vector3.length ##
.. method:: length_squared
| :sl:`returns the squared Euclidean length of the vector.`
| :sg:`length_squared() -> float`
calculates the Euclidean length of the vector which follows from the
Pythagorean theorem:
``vec.length_squared() == vec.x**2 + vec.y**2 + vec.z**2``.
This is faster than ``vec.length()`` because it avoids the square root.
.. ## Vector3.length_squared ##
.. method:: normalize
| :sl:`returns a vector with the same direction but length 1.`
| :sg:`normalize() -> Vector3`
Returns a new vector that has ``length`` equal to ``1`` and the same
direction as self.
.. ## Vector3.normalize ##
.. method:: normalize_ip
| :sl:`normalizes the vector in place so that its length is 1.`
| :sg:`normalize_ip() -> None`
Normalizes the vector so that it has ``length`` equal to ``1``. The
direction of the vector is not changed.
.. ## Vector3.normalize_ip ##
.. method:: is_normalized
| :sl:`tests if the vector is normalized i.e. has length == 1.`
| :sg:`is_normalized() -> Bool`
Returns True if the vector has ``length`` equal to ``1``. Otherwise it
returns ``False``.
.. ## Vector3.is_normalized ##
.. method:: scale_to_length
| :sl:`scales the vector to a given length.`
| :sg:`scale_to_length(float) -> None`
Scales the vector so that it has the given length. The direction of the
vector is not changed. You can also scale to length ``0``. If the vector
is the zero vector (i.e. has length ``0`` thus no direction) a
``ValueError`` is raised.
.. ## Vector3.scale_to_length ##
.. method:: reflect
| :sl:`returns a vector reflected of a given normal.`
| :sg:`reflect(Vector3) -> Vector3`
Returns a new vector that points in the direction as if self would bounce
of a surface characterized by the given surface normal. The length of the
new vector is the same as self's.
.. ## Vector3.reflect ##
.. method:: reflect_ip
| :sl:`reflect the vector of a given normal in place.`
| :sg:`reflect_ip(Vector3) -> None`
Changes the direction of self as if it would have been reflected of a
surface with the given surface normal.
.. ## Vector3.reflect_ip ##
.. method:: distance_to
| :sl:`calculates the Euclidean distance to a given vector.`
| :sg:`distance_to(Vector3) -> float`
.. ## Vector3.distance_to ##
.. method:: distance_squared_to
| :sl:`calculates the squared Euclidean distance to a given vector.`
| :sg:`distance_squared_to(Vector3) -> float`
.. ## Vector3.distance_squared_to ##
.. method:: move_towards
| :sl:`returns a vector moved toward the target by a given distance.`
| :sg:`move_towards(Vector3, float) -> Vector3`
**Experimental:** feature still in development available for testing and feedback. It may change.
`Please leave move_towards feedback with authors <https://github.com/pygame/pygame/pull/2929>`_
Returns a Vector which is moved towards the given Vector by a given
distance and does not overshoot past its target Vector.
The first parameter determines the target Vector, while the second
parameter determines the delta distance. If the distance is in the
negatives, then it will move away from the target Vector.
.. versionadded:: 2.1.3
.. ## Vector3.move_towards ##
.. method:: move_towards_ip
| :sl:`moves the vector toward its target at a given distance.`
| :sg:`move_towards_ip(Vector3, float) -> None`
**Experimental:** feature still in development available for testing and feedback. It may change.
`Please leave move_towards_ip feedback with authors <https://github.com/pygame/pygame/pull/2929>`_
Moves itself toward the given Vector at a given distance and does not
overshoot past its target Vector.
The first parameter determines the target Vector, while the second
parameter determines the delta distance. If the distance is in the
negatives, then it will move away from the target Vector.
.. versionadded:: 2.1.3
.. ## Vector3.move_towards_ip ##
.. method:: lerp
| :sl:`returns a linear interpolation to the given vector.`
| :sg:`lerp(Vector3, float) -> Vector3`
Returns a Vector which is a linear interpolation between self and the
given Vector. The second parameter determines how far between self an
other the result is going to be. It must be a value between ``0`` and
``1``, where ``0`` means self and ``1`` means other will be returned.
.. ## Vector3.lerp ##
.. method:: slerp
| :sl:`returns a spherical interpolation to the given vector.`
| :sg:`slerp(Vector3, float) -> Vector3`
Calculates the spherical interpolation from self to the given Vector. The
second argument - often called t - must be in the range ``[-1, 1]``. It
parametrizes where - in between the two vectors - the result should be.
If a negative value is given the interpolation will not take the
complement of the shortest path.
.. ## Vector3.slerp ##
.. method:: elementwise
| :sl:`The next operation will be performed elementwise.`
| :sg:`elementwise() -> VectorElementwiseProxy`
Applies the following operation to each element of the vector.
.. ## Vector3.elementwise ##
.. method:: rotate
| :sl:`rotates a vector by a given angle in degrees.`
| :sg:`rotate(angle, Vector3) -> Vector3`
Returns a vector which has the same length as self but is rotated
counterclockwise by the given angle in degrees around the given axis.
(Note that due to pygame's inverted y coordinate system, the rotation
will look clockwise if displayed).
.. ## Vector3.rotate ##
.. method:: rotate_rad
| :sl:`rotates a vector by a given angle in radians.`
| :sg:`rotate_rad(angle, Vector3) -> Vector3`
Returns a vector which has the same length as self but is rotated
counterclockwise by the given angle in radians around the given axis.
(Note that due to pygame's inverted y coordinate system, the rotation
will look clockwise if displayed).
.. versionadded:: 2.0.0
.. ## Vector3.rotate_rad ##
.. method:: rotate_ip
| :sl:`rotates the vector by a given angle in degrees in place.`
| :sg:`rotate_ip(angle, Vector3) -> None`
Rotates the vector counterclockwise around the given axis by the given
angle in degrees. The length of the vector is not changed.
(Note that due to pygame's inverted y coordinate system, the rotation
will look clockwise if displayed).
.. ## Vector3.rotate_ip ##
.. method:: rotate_ip_rad
| :sl:`rotates the vector by a given angle in radians in place.`
| :sg:`rotate_ip_rad(angle, Vector3) -> None`
DEPRECATED: Use rotate_rad_ip() instead.
.. versionadded:: 2.0.0
.. deprecated:: 2.1.1
.. ## Vector3.rotate_ip_rad ##
.. method:: rotate_rad_ip
| :sl:`rotates the vector by a given angle in radians in place.`
| :sg:`rotate_rad_ip(angle, Vector3) -> None`
Rotates the vector counterclockwise around the given axis by the given
angle in radians. The length of the vector is not changed.
(Note that due to pygame's inverted y coordinate system, the rotation
will look clockwise if displayed).
.. versionadded:: 2.1.1
.. ## Vector3.rotate_rad_ip ##
.. method:: rotate_x
| :sl:`rotates a vector around the x-axis by the angle in degrees.`
| :sg:`rotate_x(angle) -> Vector3`
Returns a vector which has the same length as self but is rotated
counterclockwise around the x-axis by the given angle in degrees.
(Note that due to pygame's inverted y coordinate system, the rotation
will look clockwise if displayed).
.. ## Vector3.rotate_x ##
.. method:: rotate_x_rad
| :sl:`rotates a vector around the x-axis by the angle in radians.`
| :sg:`rotate_x_rad(angle) -> Vector3`
Returns a vector which has the same length as self but is rotated
counterclockwise around the x-axis by the given angle in radians.
(Note that due to pygame's inverted y coordinate system, the rotation
will look clockwise if displayed).
.. versionadded:: 2.0.0
.. ## Vector3.rotate_x_rad ##
.. method:: rotate_x_ip
| :sl:`rotates the vector around the x-axis by the angle in degrees in place.`
| :sg:`rotate_x_ip(angle) -> None`
Rotates the vector counterclockwise around the x-axis by the given angle
in degrees. The length of the vector is not changed.
(Note that due to pygame's inverted y coordinate system, the rotation
will look clockwise if displayed).
.. ## Vector3.rotate_x_ip ##
.. method:: rotate_x_ip_rad
| :sl:`rotates the vector around the x-axis by the angle in radians in place.`
| :sg:`rotate_x_ip_rad(angle) -> None`
DEPRECATED: Use rotate_x_rad_ip() instead.
.. versionadded:: 2.0.0
.. deprecated:: 2.1.1
.. ## Vector3.rotate_x_ip_rad ##
.. method:: rotate_x_rad_ip
| :sl:`rotates the vector around the x-axis by the angle in radians in place.`
| :sg:`rotate_x_rad_ip(angle) -> None`
Rotates the vector counterclockwise around the x-axis by the given angle
in radians. The length of the vector is not changed.
(Note that due to pygame's inverted y coordinate system, the rotation
will look clockwise if displayed).
.. versionadded:: 2.1.1
.. ## Vector3.rotate_x_rad_ip ##
.. method:: rotate_y
| :sl:`rotates a vector around the y-axis by the angle in degrees.`
| :sg:`rotate_y(angle) -> Vector3`
Returns a vector which has the same length as self but is rotated
counterclockwise around the y-axis by the given angle in degrees.
(Note that due to pygame's inverted y coordinate system, the rotation
will look clockwise if displayed).
.. ## Vector3.rotate_y ##
.. method:: rotate_y_rad
| :sl:`rotates a vector around the y-axis by the angle in radians.`
| :sg:`rotate_y_rad(angle) -> Vector3`
Returns a vector which has the same length as self but is rotated
counterclockwise around the y-axis by the given angle in radians.
(Note that due to pygame's inverted y coordinate system, the rotation
will look clockwise if displayed).
.. versionadded:: 2.0.0
.. ## Vector3.rotate_y_rad ##
.. method:: rotate_y_ip
| :sl:`rotates the vector around the y-axis by the angle in degrees in place.`
| :sg:`rotate_y_ip(angle) -> None`
Rotates the vector counterclockwise around the y-axis by the given angle
in degrees. The length of the vector is not changed.
(Note that due to pygame's inverted y coordinate system, the rotation
will look clockwise if displayed).
.. ## Vector3.rotate_y_ip ##
.. method:: rotate_y_ip_rad
| :sl:`rotates the vector around the y-axis by the angle in radians in place.`
| :sg:`rotate_y_ip_rad(angle) -> None`
DEPRECATED: Use rotate_y_rad_ip() instead.
.. versionadded:: 2.0.0
.. deprecated:: 2.1.1
.. ## Vector3.rotate_y_ip_rad ##
.. method:: rotate_y_rad_ip
| :sl:`rotates the vector around the y-axis by the angle in radians in place.`
| :sg:`rotate_y_rad_ip(angle) -> None`
Rotates the vector counterclockwise around the y-axis by the given angle
in radians. The length of the vector is not changed.
(Note that due to pygame's inverted y coordinate system, the rotation
will look clockwise if displayed).
.. versionadded:: 2.1.1
.. ## Vector3.rotate_y_rad_ip ##
.. method:: rotate_z
| :sl:`rotates a vector around the z-axis by the angle in degrees.`
| :sg:`rotate_z(angle) -> Vector3`
Returns a vector which has the same length as self but is rotated
counterclockwise around the z-axis by the given angle in degrees.
(Note that due to pygame's inverted y coordinate system, the rotation
will look clockwise if displayed).
.. ## Vector3.rotate_z ##
.. method:: rotate_z_rad
| :sl:`rotates a vector around the z-axis by the angle in radians.`
| :sg:`rotate_z_rad(angle) -> Vector3`
Returns a vector which has the same length as self but is rotated
counterclockwise around the z-axis by the given angle in radians.
(Note that due to pygame's inverted y coordinate system, the rotation
will look clockwise if displayed).
.. versionadded:: 2.0.0
.. ## Vector3.rotate_z_rad ##
.. method:: rotate_z_ip
| :sl:`rotates the vector around the z-axis by the angle in degrees in place.`
| :sg:`rotate_z_ip(angle) -> None`
Rotates the vector counterclockwise around the z-axis by the given angle
in degrees. The length of the vector is not changed.
(Note that due to pygame's inverted y coordinate system, the rotation
will look clockwise if displayed).
.. ## Vector3.rotate_z_ip ##
.. method:: rotate_z_ip_rad
| :sl:`rotates the vector around the z-axis by the angle in radians in place.`
| :sg:`rotate_z_ip_rad(angle) -> None`
DEPRECATED: Use rotate_z_rad_ip() instead.
.. deprecated:: 2.1.1
.. ## Vector3.rotate_z_ip_rad ##
.. method:: rotate_z_rad_ip
| :sl:`rotates the vector around the z-axis by the angle in radians in place.`
| :sg:`rotate_z_rad_ip(angle) -> None`
Rotates the vector counterclockwise around the z-axis by the given angle
in radians. The length of the vector is not changed.
(Note that due to pygame's inverted y coordinate system, the rotation
will look clockwise if displayed).
.. versionadded:: 2.1.1
.. ## Vector3.rotate_z_rad_ip ##
.. method:: angle_to
| :sl:`calculates the angle to a given vector in degrees.`
| :sg:`angle_to(Vector3) -> float`
Returns the angle between self and the given vector.
.. ## Vector3.angle_to ##
.. method:: as_spherical
| :sl:`returns a tuple with radial distance, inclination and azimuthal angle.`
| :sg:`as_spherical() -> (r, theta, phi)`
Returns a tuple ``(r, theta, phi)`` where r is the radial distance, theta is
the inclination angle and phi is the azimuthal angle.
.. ## Vector3.as_spherical ##
.. method:: from_spherical
| :sl:`Creates a Vector3(x, y, z) or sets x, y and z from a spherical coordinates 3-tuple.`
| :sg:`Vector3.from_spherical((r, theta, phi)) -> Vector3`
| :sg:`Vector3().from_spherical((r, theta, phi)) -> None`
If used from the class creates a Vector3(x, y, z), else sets x, y, and z.
The values of x, y, and z are from a tuple ``(r, theta, phi)`` where r is the radial
distance, theta is the inclination angle and phi is the azimuthal angle.
.. ## Vector3.from_spherical ##
.. method:: project
| :sl:`projects a vector onto another.`
| :sg:`project(Vector3) -> Vector3`
Returns the projected vector. This is useful for collision detection in finding the components in a certain direction (e.g. in direction of the wall).
For a more detailed explanation see `Wikipedia <https://en.wikipedia.org/wiki/Vector_projection>`_.
.. versionadded:: 2.0.2
.. ## Vector3.project ##
.. method:: copy
| :sl:`Returns a copy of itself.`
| :sg:`copy() -> Vector3`
Returns a new Vector3 having the same dimensions.
.. versionadded:: 2.1.1
.. ## Vector3.copy ##
.. method:: clamp_magnitude
| :sl:`Returns a copy of a vector with the magnitude clamped between max_length and min_length.`
| :sg:`clamp_magnitude(max_length) -> Vector3`
| :sg:`clamp_magnitude(min_length, max_length) -> Vector3`
**Experimental:** feature still in development available for testing and feedback. It may change.
`Please leave clamp_magnitude feedback with authors <https://github.com/pygame/pygame/pull/2990>`_
Returns a new copy of a vector with the magnitude clamped between
``max_length`` and ``min_length``. If only one argument is passed, it is
taken to be the ``max_length``
This function raises ``ValueError`` if ``min_length`` is greater than
``max_length``, or if either of these values are negative.
.. versionadded:: 2.1.3
.. ## Vector3.clamp_magnitude ##
.. method:: clamp_magnitude_ip
| :sl:`Clamps the vector's magnitude between max_length and min_length`
| :sg:`clamp_magnitude_ip(max_length) -> None`
| :sg:`clamp_magnitude_ip(min_length, max_length) -> None`
**Experimental:** feature still in development available for testing and feedback. It may change.
`Please leave clamp_magnitude_ip feedback with authors <https://github.com/pygame/pygame/pull/2990>`_
Clamps the vector's magnitude between ``max_length`` and ``min_length``.
If only one argument is passed, it is taken to be the ``max_length``
This function raises ``ValueError`` if ``min_length`` is greater than
``max_length``, or if either of these values are negative.
.. versionadded:: 2.1.3
.. ## Vector3.clamp_magnitude_ip ##
.. method:: update
| :sl:`Sets the coordinates of the vector.`
| :sg:`update() -> None`
| :sg:`update(int) -> None`
| :sg:`update(float) -> None`
| :sg:`update(Vector3) -> None`
| :sg:`update(x, y, z) -> None`
| :sg:`update((x, y, z)) -> None`
Sets coordinates x, y, and z in place.
.. versionadded:: 1.9.5
.. ## Vector3.update ##
.. attribute:: epsilon
| :sl:`Determines the tolerance of vector calculations.`
With lengths within this number, vectors are considered equal. For more information see :attr:`pygame.math.Vector2.epsilon`
.. ## ##
.. ## pygame.math.Vector3 ##
.. ## pygame.math ##