File: math_doc.h

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/* Auto generated file: with makeref.py .  Docs go in docs/reST/ref/ . */
#define DOC_PYGAMEMATH "pygame module for vector classes"
#define DOC_PYGAMEMATHCLAMP "clamp(value, min, max) -> float\nreturns value clamped to min and max."
#define DOC_PYGAMEMATHLERP "lerp(a, b, weight) -> float\ninterpolates between two values by a weight."
#define DOC_PYGAMEMATHVECTOR2 "Vector2() -> Vector2(0, 0)\nVector2(int) -> Vector2\nVector2(float) -> Vector2\nVector2(Vector2) -> Vector2\nVector2(x, y) -> Vector2\nVector2((x, y)) -> Vector2\na 2-Dimensional Vector"
#define DOC_VECTOR2DOT "dot(Vector2) -> float\ncalculates the dot- or scalar-product with the other vector"
#define DOC_VECTOR2CROSS "cross(Vector2) -> float\ncalculates the cross- or vector-product"
#define DOC_VECTOR2MAGNITUDE "magnitude() -> float\nreturns the Euclidean magnitude of the vector."
#define DOC_VECTOR2MAGNITUDESQUARED "magnitude_squared() -> float\nreturns the squared magnitude of the vector."
#define DOC_VECTOR2LENGTH "length() -> float\nreturns the Euclidean length of the vector."
#define DOC_VECTOR2LENGTHSQUARED "length_squared() -> float\nreturns the squared Euclidean length of the vector."
#define DOC_VECTOR2NORMALIZE "normalize() -> Vector2\nreturns a vector with the same direction but length 1."
#define DOC_VECTOR2NORMALIZEIP "normalize_ip() -> None\nnormalizes the vector in place so that its length is 1."
#define DOC_VECTOR2ISNORMALIZED "is_normalized() -> Bool\ntests if the vector is normalized i.e. has length == 1."
#define DOC_VECTOR2SCALETOLENGTH "scale_to_length(float) -> None\nscales the vector to a given length."
#define DOC_VECTOR2REFLECT "reflect(Vector2) -> Vector2\nreturns a vector reflected of a given normal."
#define DOC_VECTOR2REFLECTIP "reflect_ip(Vector2) -> None\nreflect the vector of a given normal in place."
#define DOC_VECTOR2DISTANCETO "distance_to(Vector2) -> float\ncalculates the Euclidean distance to a given vector."
#define DOC_VECTOR2DISTANCESQUAREDTO "distance_squared_to(Vector2) -> float\ncalculates the squared Euclidean distance to a given vector."
#define DOC_VECTOR2MOVETOWARDS "move_towards(Vector2, float) -> Vector2\nreturns a vector moved toward the target by a given distance."
#define DOC_VECTOR2MOVETOWARDSIP "move_towards_ip(Vector2, float) -> None\nmoves the vector toward its target at a given distance."
#define DOC_VECTOR2LERP "lerp(Vector2, float) -> Vector2\nreturns a linear interpolation to the given vector."
#define DOC_VECTOR2SLERP "slerp(Vector2, float) -> Vector2\nreturns a spherical interpolation to the given vector."
#define DOC_VECTOR2ELEMENTWISE "elementwise() -> VectorElementwiseProxy\nThe next operation will be performed elementwise."
#define DOC_VECTOR2ROTATE "rotate(angle) -> Vector2\nrotates a vector by a given angle in degrees."
#define DOC_VECTOR2ROTATERAD "rotate_rad(angle) -> Vector2\nrotates a vector by a given angle in radians."
#define DOC_VECTOR2ROTATEIP "rotate_ip(angle) -> None\nrotates the vector by a given angle in degrees in place."
#define DOC_VECTOR2ROTATEIPRAD "rotate_ip_rad(angle) -> None\nrotates the vector by a given angle in radians in place."
#define DOC_VECTOR2ROTATERADIP "rotate_rad_ip(angle) -> None\nrotates the vector by a given angle in radians in place."
#define DOC_VECTOR2ANGLETO "angle_to(Vector2) -> float\ncalculates the angle to a given vector in degrees."
#define DOC_VECTOR2ASPOLAR "as_polar() -> (r, phi)\nreturns a tuple with radial distance and azimuthal angle."
#define DOC_VECTOR2FROMPOLAR "Vector2.from_polar((r, phi)) -> Vector2\nVector2().from_polar((r, phi)) -> None\nCreates a Vector2(x, y) or sets x and y from a polar coordinates tuple."
#define DOC_VECTOR2PROJECT "project(Vector2) -> Vector2\nprojects a vector onto another."
#define DOC_VECTOR2COPY "copy() -> Vector2\nReturns a copy of itself."
#define DOC_VECTOR2CLAMPMAGNITUDE "clamp_magnitude(max_length) -> Vector2\nclamp_magnitude(min_length, max_length) -> Vector2\nReturns a copy of a vector with the magnitude clamped between max_length and min_length."
#define DOC_VECTOR2CLAMPMAGNITUDEIP "clamp_magnitude_ip(max_length) -> None\nclamp_magnitude_ip(min_length, max_length) -> None\nClamps the vector's magnitude between max_length and min_length"
#define DOC_VECTOR2UPDATE "update() -> None\nupdate(int) -> None\nupdate(float) -> None\nupdate(Vector2) -> None\nupdate(x, y) -> None\nupdate((x, y)) -> None\nSets the coordinates of the vector."
#define DOC_VECTOR2EPSILON "Determines the tolerance of vector calculations."
#define DOC_PYGAMEMATHVECTOR3 "Vector3() -> Vector3(0, 0, 0)\nVector3(int) -> Vector3\nVector3(float) -> Vector3\nVector3(Vector3) -> Vector3\nVector3(x, y, z) -> Vector3\nVector3((x, y, z)) -> Vector3\na 3-Dimensional Vector"
#define DOC_VECTOR3DOT "dot(Vector3) -> float\ncalculates the dot- or scalar-product with the other vector"
#define DOC_VECTOR3CROSS "cross(Vector3) -> Vector3\ncalculates the cross- or vector-product"
#define DOC_VECTOR3MAGNITUDE "magnitude() -> float\nreturns the Euclidean magnitude of the vector."
#define DOC_VECTOR3MAGNITUDESQUARED "magnitude_squared() -> float\nreturns the squared Euclidean magnitude of the vector."
#define DOC_VECTOR3LENGTH "length() -> float\nreturns the Euclidean length of the vector."
#define DOC_VECTOR3LENGTHSQUARED "length_squared() -> float\nreturns the squared Euclidean length of the vector."
#define DOC_VECTOR3NORMALIZE "normalize() -> Vector3\nreturns a vector with the same direction but length 1."
#define DOC_VECTOR3NORMALIZEIP "normalize_ip() -> None\nnormalizes the vector in place so that its length is 1."
#define DOC_VECTOR3ISNORMALIZED "is_normalized() -> Bool\ntests if the vector is normalized i.e. has length == 1."
#define DOC_VECTOR3SCALETOLENGTH "scale_to_length(float) -> None\nscales the vector to a given length."
#define DOC_VECTOR3REFLECT "reflect(Vector3) -> Vector3\nreturns a vector reflected of a given normal."
#define DOC_VECTOR3REFLECTIP "reflect_ip(Vector3) -> None\nreflect the vector of a given normal in place."
#define DOC_VECTOR3DISTANCETO "distance_to(Vector3) -> float\ncalculates the Euclidean distance to a given vector."
#define DOC_VECTOR3DISTANCESQUAREDTO "distance_squared_to(Vector3) -> float\ncalculates the squared Euclidean distance to a given vector."
#define DOC_VECTOR3MOVETOWARDS "move_towards(Vector3, float) -> Vector3\nreturns a vector moved toward the target by a given distance."
#define DOC_VECTOR3MOVETOWARDSIP "move_towards_ip(Vector3, float) -> None\nmoves the vector toward its target at a given distance."
#define DOC_VECTOR3LERP "lerp(Vector3, float) -> Vector3\nreturns a linear interpolation to the given vector."
#define DOC_VECTOR3SLERP "slerp(Vector3, float) -> Vector3\nreturns a spherical interpolation to the given vector."
#define DOC_VECTOR3ELEMENTWISE "elementwise() -> VectorElementwiseProxy\nThe next operation will be performed elementwise."
#define DOC_VECTOR3ROTATE "rotate(angle, Vector3) -> Vector3\nrotates a vector by a given angle in degrees."
#define DOC_VECTOR3ROTATERAD "rotate_rad(angle, Vector3) -> Vector3\nrotates a vector by a given angle in radians."
#define DOC_VECTOR3ROTATEIP "rotate_ip(angle, Vector3) -> None\nrotates the vector by a given angle in degrees in place."
#define DOC_VECTOR3ROTATEIPRAD "rotate_ip_rad(angle, Vector3) -> None\nrotates the vector by a given angle in radians in place."
#define DOC_VECTOR3ROTATERADIP "rotate_rad_ip(angle, Vector3) -> None\nrotates the vector by a given angle in radians in place."
#define DOC_VECTOR3ROTATEX "rotate_x(angle) -> Vector3\nrotates a vector around the x-axis by the angle in degrees."
#define DOC_VECTOR3ROTATEXRAD "rotate_x_rad(angle) -> Vector3\nrotates a vector around the x-axis by the angle in radians."
#define DOC_VECTOR3ROTATEXIP "rotate_x_ip(angle) -> None\nrotates the vector around the x-axis by the angle in degrees in place."
#define DOC_VECTOR3ROTATEXIPRAD "rotate_x_ip_rad(angle) -> None\nrotates the vector around the x-axis by the angle in radians in place."
#define DOC_VECTOR3ROTATEXRADIP "rotate_x_rad_ip(angle) -> None\nrotates the vector around the x-axis by the angle in radians in place."
#define DOC_VECTOR3ROTATEY "rotate_y(angle) -> Vector3\nrotates a vector around the y-axis by the angle in degrees."
#define DOC_VECTOR3ROTATEYRAD "rotate_y_rad(angle) -> Vector3\nrotates a vector around the y-axis by the angle in radians."
#define DOC_VECTOR3ROTATEYIP "rotate_y_ip(angle) -> None\nrotates the vector around the y-axis by the angle in degrees in place."
#define DOC_VECTOR3ROTATEYIPRAD "rotate_y_ip_rad(angle) -> None\nrotates the vector around the y-axis by the angle in radians in place."
#define DOC_VECTOR3ROTATEYRADIP "rotate_y_rad_ip(angle) -> None\nrotates the vector around the y-axis by the angle in radians in place."
#define DOC_VECTOR3ROTATEZ "rotate_z(angle) -> Vector3\nrotates a vector around the z-axis by the angle in degrees."
#define DOC_VECTOR3ROTATEZRAD "rotate_z_rad(angle) -> Vector3\nrotates a vector around the z-axis by the angle in radians."
#define DOC_VECTOR3ROTATEZIP "rotate_z_ip(angle) -> None\nrotates the vector around the z-axis by the angle in degrees in place."
#define DOC_VECTOR3ROTATEZIPRAD "rotate_z_ip_rad(angle) -> None\nrotates the vector around the z-axis by the angle in radians in place."
#define DOC_VECTOR3ROTATEZRADIP "rotate_z_rad_ip(angle) -> None\nrotates the vector around the z-axis by the angle in radians in place."
#define DOC_VECTOR3ANGLETO "angle_to(Vector3) -> float\ncalculates the angle to a given vector in degrees."
#define DOC_VECTOR3ASSPHERICAL "as_spherical() -> (r, theta, phi)\nreturns a tuple with radial distance, inclination and azimuthal angle."
#define DOC_VECTOR3FROMSPHERICAL "Vector3.from_spherical((r, theta, phi)) -> Vector3\nVector3().from_spherical((r, theta, phi)) -> None\nCreates a Vector3(x, y, z) or sets x, y and z from a spherical coordinates 3-tuple."
#define DOC_VECTOR3PROJECT "project(Vector3) -> Vector3\nprojects a vector onto another."
#define DOC_VECTOR3COPY "copy() -> Vector3\nReturns a copy of itself."
#define DOC_VECTOR3CLAMPMAGNITUDE "clamp_magnitude(max_length) -> Vector3\nclamp_magnitude(min_length, max_length) -> Vector3\nReturns a copy of a vector with the magnitude clamped between max_length and min_length."
#define DOC_VECTOR3CLAMPMAGNITUDEIP "clamp_magnitude_ip(max_length) -> None\nclamp_magnitude_ip(min_length, max_length) -> None\nClamps the vector's magnitude between max_length and min_length"
#define DOC_VECTOR3UPDATE "update() -> None\nupdate(int) -> None\nupdate(float) -> None\nupdate(Vector3) -> None\nupdate(x, y, z) -> None\nupdate((x, y, z)) -> None\nSets the coordinates of the vector."
#define DOC_VECTOR3EPSILON "Determines the tolerance of vector calculations."


/* Docs in a comment... slightly easier to read. */

/*

pygame.math
pygame module for vector classes

pygame.math.clamp
 clamp(value, min, max) -> float
returns value clamped to min and max.

pygame.math.lerp
 lerp(a, b, weight) -> float
interpolates between two values by a weight.

pygame.math.Vector2
 Vector2() -> Vector2(0, 0)
 Vector2(int) -> Vector2
 Vector2(float) -> Vector2
 Vector2(Vector2) -> Vector2
 Vector2(x, y) -> Vector2
 Vector2((x, y)) -> Vector2
a 2-Dimensional Vector

pygame.math.Vector2.dot
 dot(Vector2) -> float
calculates the dot- or scalar-product with the other vector

pygame.math.Vector2.cross
 cross(Vector2) -> float
calculates the cross- or vector-product

pygame.math.Vector2.magnitude
 magnitude() -> float
returns the Euclidean magnitude of the vector.

pygame.math.Vector2.magnitude_squared
 magnitude_squared() -> float
returns the squared magnitude of the vector.

pygame.math.Vector2.length
 length() -> float
returns the Euclidean length of the vector.

pygame.math.Vector2.length_squared
 length_squared() -> float
returns the squared Euclidean length of the vector.

pygame.math.Vector2.normalize
 normalize() -> Vector2
returns a vector with the same direction but length 1.

pygame.math.Vector2.normalize_ip
 normalize_ip() -> None
normalizes the vector in place so that its length is 1.

pygame.math.Vector2.is_normalized
 is_normalized() -> Bool
tests if the vector is normalized i.e. has length == 1.

pygame.math.Vector2.scale_to_length
 scale_to_length(float) -> None
scales the vector to a given length.

pygame.math.Vector2.reflect
 reflect(Vector2) -> Vector2
returns a vector reflected of a given normal.

pygame.math.Vector2.reflect_ip
 reflect_ip(Vector2) -> None
reflect the vector of a given normal in place.

pygame.math.Vector2.distance_to
 distance_to(Vector2) -> float
calculates the Euclidean distance to a given vector.

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

pygame.math.Vector2.move_towards
 move_towards(Vector2, float) -> Vector2
returns a vector moved toward the target by a given distance.

pygame.math.Vector2.move_towards_ip
 move_towards_ip(Vector2, float) -> None
moves the vector toward its target at a given distance.

pygame.math.Vector2.lerp
 lerp(Vector2, float) -> Vector2
returns a linear interpolation to the given vector.

pygame.math.Vector2.slerp
 slerp(Vector2, float) -> Vector2
returns a spherical interpolation to the given vector.

pygame.math.Vector2.elementwise
 elementwise() -> VectorElementwiseProxy
The next operation will be performed elementwise.

pygame.math.Vector2.rotate
 rotate(angle) -> Vector2
rotates a vector by a given angle in degrees.

pygame.math.Vector2.rotate_rad
 rotate_rad(angle) -> Vector2
rotates a vector by a given angle in radians.

pygame.math.Vector2.rotate_ip
 rotate_ip(angle) -> None
rotates the vector by a given angle in degrees in place.

pygame.math.Vector2.rotate_ip_rad
 rotate_ip_rad(angle) -> None
rotates the vector by a given angle in radians in place.

pygame.math.Vector2.rotate_rad_ip
 rotate_rad_ip(angle) -> None
rotates the vector by a given angle in radians in place.

pygame.math.Vector2.angle_to
 angle_to(Vector2) -> float
calculates the angle to a given vector in degrees.

pygame.math.Vector2.as_polar
 as_polar() -> (r, phi)
returns a tuple with radial distance and azimuthal angle.

pygame.math.Vector2.from_polar
 Vector2.from_polar((r, phi)) -> Vector2
 Vector2().from_polar((r, phi)) -> None
Creates a Vector2(x, y) or sets x and y from a polar coordinates tuple.

pygame.math.Vector2.project
 project(Vector2) -> Vector2
projects a vector onto another.

pygame.math.Vector2.copy
 copy() -> Vector2
Returns a copy of itself.

pygame.math.Vector2.clamp_magnitude
 clamp_magnitude(max_length) -> Vector2
 clamp_magnitude(min_length, max_length) -> Vector2
Returns a copy of a vector with the magnitude clamped between max_length and min_length.

pygame.math.Vector2.clamp_magnitude_ip
 clamp_magnitude_ip(max_length) -> None
 clamp_magnitude_ip(min_length, max_length) -> None
Clamps the vector's magnitude between max_length and min_length

pygame.math.Vector2.update
 update() -> None
 update(int) -> None
 update(float) -> None
 update(Vector2) -> None
 update(x, y) -> None
 update((x, y)) -> None
Sets the coordinates of the vector.

pygame.math.Vector2.epsilon
Determines the tolerance of vector calculations.

pygame.math.Vector3
 Vector3() -> Vector3(0, 0, 0)
 Vector3(int) -> Vector3
 Vector3(float) -> Vector3
 Vector3(Vector3) -> Vector3
 Vector3(x, y, z) -> Vector3
 Vector3((x, y, z)) -> Vector3
a 3-Dimensional Vector

pygame.math.Vector3.dot
 dot(Vector3) -> float
calculates the dot- or scalar-product with the other vector

pygame.math.Vector3.cross
 cross(Vector3) -> Vector3
calculates the cross- or vector-product

pygame.math.Vector3.magnitude
 magnitude() -> float
returns the Euclidean magnitude of the vector.

pygame.math.Vector3.magnitude_squared
 magnitude_squared() -> float
returns the squared Euclidean magnitude of the vector.

pygame.math.Vector3.length
 length() -> float
returns the Euclidean length of the vector.

pygame.math.Vector3.length_squared
 length_squared() -> float
returns the squared Euclidean length of the vector.

pygame.math.Vector3.normalize
 normalize() -> Vector3
returns a vector with the same direction but length 1.

pygame.math.Vector3.normalize_ip
 normalize_ip() -> None
normalizes the vector in place so that its length is 1.

pygame.math.Vector3.is_normalized
 is_normalized() -> Bool
tests if the vector is normalized i.e. has length == 1.

pygame.math.Vector3.scale_to_length
 scale_to_length(float) -> None
scales the vector to a given length.

pygame.math.Vector3.reflect
 reflect(Vector3) -> Vector3
returns a vector reflected of a given normal.

pygame.math.Vector3.reflect_ip
 reflect_ip(Vector3) -> None
reflect the vector of a given normal in place.

pygame.math.Vector3.distance_to
 distance_to(Vector3) -> float
calculates the Euclidean distance to a given vector.

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

pygame.math.Vector3.move_towards
 move_towards(Vector3, float) -> Vector3
returns a vector moved toward the target by a given distance.

pygame.math.Vector3.move_towards_ip
 move_towards_ip(Vector3, float) -> None
moves the vector toward its target at a given distance.

pygame.math.Vector3.lerp
 lerp(Vector3, float) -> Vector3
returns a linear interpolation to the given vector.

pygame.math.Vector3.slerp
 slerp(Vector3, float) -> Vector3
returns a spherical interpolation to the given vector.

pygame.math.Vector3.elementwise
 elementwise() -> VectorElementwiseProxy
The next operation will be performed elementwise.

pygame.math.Vector3.rotate
 rotate(angle, Vector3) -> Vector3
rotates a vector by a given angle in degrees.

pygame.math.Vector3.rotate_rad
 rotate_rad(angle, Vector3) -> Vector3
rotates a vector by a given angle in radians.

pygame.math.Vector3.rotate_ip
 rotate_ip(angle, Vector3) -> None
rotates the vector by a given angle in degrees in place.

pygame.math.Vector3.rotate_ip_rad
 rotate_ip_rad(angle, Vector3) -> None
rotates the vector by a given angle in radians in place.

pygame.math.Vector3.rotate_rad_ip
 rotate_rad_ip(angle, Vector3) -> None
rotates the vector by a given angle in radians in place.

pygame.math.Vector3.rotate_x
 rotate_x(angle) -> Vector3
rotates a vector around the x-axis by the angle in degrees.

pygame.math.Vector3.rotate_x_rad
 rotate_x_rad(angle) -> Vector3
rotates a vector around the x-axis by the angle in radians.

pygame.math.Vector3.rotate_x_ip
 rotate_x_ip(angle) -> None
rotates the vector around the x-axis by the angle in degrees in place.

pygame.math.Vector3.rotate_x_ip_rad
 rotate_x_ip_rad(angle) -> None
rotates the vector around the x-axis by the angle in radians in place.

pygame.math.Vector3.rotate_x_rad_ip
 rotate_x_rad_ip(angle) -> None
rotates the vector around the x-axis by the angle in radians in place.

pygame.math.Vector3.rotate_y
 rotate_y(angle) -> Vector3
rotates a vector around the y-axis by the angle in degrees.

pygame.math.Vector3.rotate_y_rad
 rotate_y_rad(angle) -> Vector3
rotates a vector around the y-axis by the angle in radians.

pygame.math.Vector3.rotate_y_ip
 rotate_y_ip(angle) -> None
rotates the vector around the y-axis by the angle in degrees in place.

pygame.math.Vector3.rotate_y_ip_rad
 rotate_y_ip_rad(angle) -> None
rotates the vector around the y-axis by the angle in radians in place.

pygame.math.Vector3.rotate_y_rad_ip
 rotate_y_rad_ip(angle) -> None
rotates the vector around the y-axis by the angle in radians in place.

pygame.math.Vector3.rotate_z
 rotate_z(angle) -> Vector3
rotates a vector around the z-axis by the angle in degrees.

pygame.math.Vector3.rotate_z_rad
 rotate_z_rad(angle) -> Vector3
rotates a vector around the z-axis by the angle in radians.

pygame.math.Vector3.rotate_z_ip
 rotate_z_ip(angle) -> None
rotates the vector around the z-axis by the angle in degrees in place.

pygame.math.Vector3.rotate_z_ip_rad
 rotate_z_ip_rad(angle) -> None
rotates the vector around the z-axis by the angle in radians in place.

pygame.math.Vector3.rotate_z_rad_ip
 rotate_z_rad_ip(angle) -> None
rotates the vector around the z-axis by the angle in radians in place.

pygame.math.Vector3.angle_to
 angle_to(Vector3) -> float
calculates the angle to a given vector in degrees.

pygame.math.Vector3.as_spherical
 as_spherical() -> (r, theta, phi)
returns a tuple with radial distance, inclination and azimuthal angle.

pygame.math.Vector3.from_spherical
 Vector3.from_spherical((r, theta, phi)) -> Vector3
 Vector3().from_spherical((r, theta, phi)) -> None
Creates a Vector3(x, y, z) or sets x, y and z from a spherical coordinates 3-tuple.

pygame.math.Vector3.project
 project(Vector3) -> Vector3
projects a vector onto another.

pygame.math.Vector3.copy
 copy() -> Vector3
Returns a copy of itself.

pygame.math.Vector3.clamp_magnitude
 clamp_magnitude(max_length) -> Vector3
 clamp_magnitude(min_length, max_length) -> Vector3
Returns a copy of a vector with the magnitude clamped between max_length and min_length.

pygame.math.Vector3.clamp_magnitude_ip
 clamp_magnitude_ip(max_length) -> None
 clamp_magnitude_ip(min_length, max_length) -> None
Clamps the vector's magnitude between max_length and min_length

pygame.math.Vector3.update
 update() -> None
 update(int) -> None
 update(float) -> None
 update(Vector3) -> None
 update(x, y, z) -> None
 update((x, y, z)) -> None
Sets the coordinates of the vector.

pygame.math.Vector3.epsilon
Determines the tolerance of vector calculations.

*/