
pygame.math
 pygame module for vector classes
pygame.math.enable_swizzling — globally enables swizzling for vectors. pygame.math.disable_swizzling — globally disables swizzling for vectors. pygame.math.Vector2 — a 2Dimensional Vector pygame.math.Vector3 — a 3Dimensional Vector !!!EXPERIMENTAL!!! Note: This module is still in development and the
API
might change. Please report bugs and suggestions to pygameusers@seul.org.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, vecvec, vec*number, number*vec, vec/number, vec//number, vec+=vec, vec=vec, vec*=number, vec/=number, vec//=number. All these operations will be performed elementwise. In addition vec*vec will perform a scalarproduct (a.k.a. dotproduct). If you want to multiply every element from vector v with every element from vector w you can use the elementwise method:
v.elementwise()
\*
wNew in pygame 1.9.2pre.

pygame.math.
enable_swizzling
()¶  globally enables swizzling for vectors.enable_swizzling() > None
Enables swizzling for all vectors until
disable_swizzling()
is called. By default swizzling is disabled.

pygame.math.
disable_swizzling
()¶  globally disables swizzling for vectors.disable_swizzling() > None
Disables swizzling for all vectors until
enable_swizzling()
is called. By default swizzling is disabled.

pygame.math.
Vector2
¶  a 2Dimensional VectorVector2() > Vector2Vector2(Vector2) > Vector2Vector2(x, y) > Vector2Vector2((x, y)) > Vector2
pygame.math.Vector2.dot — calculates the dot or scalarproduct with the other vector pygame.math.Vector2.cross — calculates the cross or vectorproduct pygame.math.Vector2.length — returns the Euclidian length of the vector. pygame.math.Vector2.length_squared — returns the squared Euclidean length of the vector. pygame.math.Vector2.normalize — returns a vector with the same direction but length 1. pygame.math.Vector2.normalize_ip — normalizes the vector in place so that its length is 1. pygame.math.Vector2.is_normalized — tests if the vector is normalized i.e. has length == 1. pygame.math.Vector2.scale_to_length — scales the vector to a given length. pygame.math.Vector2.reflect — returns a vector reflected of a given normal. pygame.math.Vector2.reflect_ip — reflect the vector of a given normal in place. pygame.math.Vector2.distance_to — calculates the Euclidean distance to a given vector. pygame.math.Vector2.distance_squared_to — calculates the squared Euclidean distance to a given vector. pygame.math.Vector2.lerp — returns a linear interpolation to the given vector. pygame.math.Vector2.slerp — returns a spherical interpolation to the given vector. pygame.math.Vector2.elementwise — The next operation will be performed elementwise. pygame.math.Vector2.rotate — rotates a vector by a given angle in degrees. pygame.math.Vector2.rotate_ip — rotates the vector by a given angle in degrees in place. pygame.math.Vector2.angle_to — calculates the angle to a given vector in degrees. pygame.math.Vector2.as_polar — returns a tuple with radial distance and azimuthal angle. pygame.math.Vector2.from_polar — Sets x and y from a polar coordinates tuple. Some general information about the Vector2 class.

dot
()¶  calculates the dot or scalarproduct with the other vectordot(Vector2) > float

cross
()¶  calculates the cross or vectorproductcross(Vector2) > float
calculates the third component of the crossproduct.

length
()¶  returns the Euclidian length of the vector.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)

length_squared
()¶  returns the squared Euclidean length of the vector.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 thanvec.length()
because it avoids the square root.

normalize
()¶  returns a vector with the same direction but length 1.normalize() > Vector2
Returns a new vector that has length == 1 and the same direction as self.

normalize_ip
()¶  normalizes the vector in place so that its length is 1.normalize_ip() > None
Normalizes the vector so that it has length == 1. The direction of the vector is not changed.

is_normalized
()¶  tests if the vector is normalized i.e. has length == 1.is_normalized() > Bool
Returns True if the vector has length == 1. Otherwise it returns False.

scale_to_length
()¶  scales the vector to a given length.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) an ZeroDivisionError is raised.

reflect
()¶  returns a vector reflected of a given normal.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.

reflect_ip
()¶  reflect the vector of a given normal in place.reflect_ip(Vector2) > None
Changes the direction of self as if it would have been reflected of a surface with the given surface normal.

distance_to
()¶  calculates the Euclidean distance to a given vector.distance_to(Vector2) > float

distance_squared_to
()¶  calculates the squared Euclidean distance to a given vector.distance_squared_to(Vector2) > float

lerp
()¶  returns a linear interpolation to the given vector.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 an other the result is going to be. It must be a value between 0 and 1 where 0 means self an 1 means other will be returned.

slerp
()¶  returns a spherical interpolation to the given vector.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.

elementwise
()¶  The next operation will be performed elementwise.elementwise() > VectorElementwiseProxy
Applies the following operation to each element of the vector.

rotate
()¶  rotates a vector by a given angle in degrees.rotate(float) > Vector2
Returns a vector which has the same length as self but is rotated counterclockwise by the given angle in degrees.

rotate_ip
()¶  rotates the vector by a given angle in degrees in place.rotate_ip(float) > None
Rotates the vector counterclockwise by the given angle in degrees. The length of the vector is not changed.

angle_to
()¶  calculates the angle to a given vector in degrees.angle_to(Vector2) > float
Returns the angle between self and the given vector.

as_polar
()¶  returns a tuple with radial distance and azimuthal angle.as_polar() > (r, phi)
Returns a tuple (r, phi) where r is the radial distance, and phi is the azimuthal angle.

from_polar
()¶  Sets x and y from a polar coordinates tuple.from_polar((r, phi)) > None
Sets x and y from a tuple (r, phi) where r is the radial distance, and phi is the azimuthal angle.


pygame.math.
Vector3
¶  a 3Dimensional VectorVector3() > Vector3Vector3(Vector3) > Vector3Vector3(x, y, z) > Vector3Vector3((x, y, z)) > Vector3
pygame.math.Vector3.dot — calculates the dot or scalarproduct with the other vector pygame.math.Vector3.cross — calculates the cross or vectorproduct pygame.math.Vector3.length — returns the Euclidean length of the vector. pygame.math.Vector3.length_squared — returns the squared Euclidean length of the vector. pygame.math.Vector3.normalize — returns a vector with the same direction but length 1. pygame.math.Vector3.normalize_ip — normalizes the vector in place so that its length is 1. pygame.math.Vector3.is_normalized — tests if the vector is normalized i.e. has length == 1. pygame.math.Vector3.scale_to_length — scales the vector to a given length. pygame.math.Vector3.reflect — returns a vector reflected of a given normal. pygame.math.Vector3.reflect_ip — reflect the vector of a given normal in place. pygame.math.Vector3.distance_to — calculates the Euclidean distance to a given vector. pygame.math.Vector3.distance_squared_to — calculates the squared Euclidean distance to a given vector. pygame.math.Vector3.lerp — returns a linear interpolation to the given vector. pygame.math.Vector3.slerp — returns a spherical interpolation to the given vector. pygame.math.Vector3.elementwise — The next operation will be performed elementwise. pygame.math.Vector3.rotate — rotates a vector by a given angle in degrees. pygame.math.Vector3.rotate_ip — rotates the vector by a given angle in degrees in place. pygame.math.Vector3.rotate_x — rotates a vector around the xaxis by the angle in degrees. pygame.math.Vector3.rotate_x_ip — rotates the vector around the xaxis by the angle in degrees in place. pygame.math.Vector3.rotate_y — rotates a vector around the yaxis by the angle in degrees. pygame.math.Vector3.rotate_y_ip — rotates the vector around the yaxis by the angle in degrees in place. pygame.math.Vector3.rotate_z — rotates a vector around the zaxis by the angle in degrees. pygame.math.Vector3.rotate_z_ip — rotates the vector around the zaxis by the angle in degrees in place. pygame.math.Vector3.angle_to — calculates the angle to a given vector in degrees. pygame.math.Vector3.as_spherical — returns a tuple with radial distance, inclination and azimuthal angle. pygame.math.Vector3.from_spherical — Sets x, y and z from a spherical coordinates 3tuple. Some general information about the Vector3 class.

dot
()¶  calculates the dot or scalarproduct with the other vectordot(Vector3) > float

cross
()¶  calculates the cross or vectorproductcross(Vector3) > float
calculates the crossproduct.

length
()¶  returns the Euclidean length of the vector.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)

length_squared
()¶  returns the squared Euclidean length of the vector.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 thanvec.length()
because it avoids the square root.

normalize
()¶  returns a vector with the same direction but length 1.normalize() > Vector3
Returns a new vector that has length == 1 and the same direction as self.

normalize_ip
()¶  normalizes the vector in place so that its length is 1.normalize_ip() > None
Normalizes the vector so that it has length == 1. The direction of the vector is not changed.

is_normalized
()¶  tests if the vector is normalized i.e. has length == 1.is_normalized() > Bool
Returns True if the vector has length == 1. Otherwise it returns False.

scale_to_length
()¶  scales the vector to a given length.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) an ZeroDivisionError is raised.

reflect
()¶  returns a vector reflected of a given normal.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.

reflect_ip
()¶  reflect the vector of a given normal in place.reflect_ip(Vector3) > None
Changes the direction of self as if it would have been reflected of a surface with the given surface normal.

distance_to
()¶  calculates the Euclidean distance to a given vector.distance_to(Vector3) > float

distance_squared_to
()¶  calculates the squared Euclidean distance to a given vector.distance_squared_to(Vector3) > float

lerp
()¶  returns a linear interpolation to the given vector.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 an 1 means other will be returned.

slerp
()¶  returns a spherical interpolation to the given vector.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.

elementwise
()¶  The next operation will be performed elementwise.elementwise() > VectorElementwiseProxy
Applies the following operation to each element of the vector.

rotate
()¶  rotates a vector by a given angle in degrees.rotate(Vector3, float) > 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.

rotate_ip
()¶  rotates the vector by a given angle in degrees in place.rotate_ip(Vector3, float) > None
Rotates the vector counterclockwise around the given axis by the given angle in degrees. The length of the vector is not changed.

rotate_x
()¶  rotates a vector around the xaxis by the angle in degrees.rotate_x(float) > Vector3
Returns a vector which has the same length as self but is rotated counterclockwise around the xaxis by the given angle in degrees.

rotate_x_ip
()¶  rotates the vector around the xaxis by the angle in degrees in place.rotate_x_ip(float) > None
Rotates the vector counterclockwise around the xaxis by the given angle in degrees. The length of the vector is not changed.

rotate_y
()¶  rotates a vector around the yaxis by the angle in degrees.rotate_y(float) > Vector3
Returns a vector which has the same length as self but is rotated counterclockwise around the yaxis by the given angle in degrees.

rotate_y_ip
()¶  rotates the vector around the yaxis by the angle in degrees in place.rotate_y_ip(float) > None
Rotates the vector counterclockwise around the yaxis by the given angle in degrees. The length of the vector is not changed.

rotate_z
()¶  rotates a vector around the zaxis by the angle in degrees.rotate_z(float) > Vector3
Returns a vector which has the same length as self but is rotated counterclockwise around the zaxis by the given angle in degrees.

rotate_z_ip
()¶  rotates the vector around the zaxis by the angle in degrees in place.rotate_z_ip(float) > None
Rotates the vector counterclockwise around the zaxis by the given angle in degrees. The length of the vector is not changed.

angle_to
()¶  calculates the angle to a given vector in degrees.angle_to(Vector3) > float
Returns the angle between self and the given vector.

as_spherical
()¶  returns a tuple with radial distance, inclination and azimuthal angle.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.

from_spherical
()¶  Sets x, y and z from a spherical coordinates 3tuple.from_spherical((r, theta, phi)) > None
Sets x, y and z from a tuple (r, theta, phi) where r is the radial distance, theta is the inclination angle and phi is the azimuthal angle.

