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`pygame.math`
  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 and retrieved using slices or swizzling.

      v = pygame.Vector2()
      v.xy = 1, 2
      v[:] = 1, 2
      print(v)  # Vector2(1, 2)
      print(v.x)  # 1.0
      print(v.y)  # 2.0
      print(v.xy)  # Vector2(1, 2)
      print(v.yx)  # Vector2(2, 1)
      print(v.xyyx)  # (1.0, 2.0, 2.0, 1.0)

  Note above, that swizzling with 2 components will return a Vector2 instance again, while more than 2 components will result in a tuple. But since vectors support the iterator protocol, they can be unpacked, or converted to lists or tuples.

      v = Vector2(1, 2)
      print(*v)  # 1.0 2.0
      print(tuple(v))  # (1.0, 2.0)
      print(tuple(v.yx))  # (2.0, 1.0)

  A vector can be converted to other data types using the built-in constructors

      v = pygame.Vector2(1, 2)

      list(v) == [1.0, 2.0]
      tuple(v) == (1.0, 2.0)
      set(v) == {1.0, 2.0}

  Conversion can be combined with swizzling or slicing to create a new order

      v = pygame.Vector3(1, 2, 3)

      list(v.xz) == [1.0, 3.0]
      list(v.zyx) == [3.0, 2.0, 1.0]
      list(v.yyy) == [2.0, 2.0, 2.0]
      tuple(v.xyyzzz) == (1.0, 2.0, 2.0, 3.0, 3.0, 3.0)
      tuple(v.zxyxzzyx) == (3.0, 1.0, 2.0, 1.0, 3.0, 3.0, 2.0, 1.0)
      set(v.yxzxzyzxyx) == {1.0, 2.0, 3.0} # sets remove duplicates

      list(v[:]) == [1.0, 2.0, 3.0]
      tuple(v[::-1]) == (3.0, 2.0, 1.0)
      set(v[1:3]) == {2.0, 3.0}

  New in pygame 1.9.2pre.

  Changed in pygame 1.9.4: Removed experimental notice.

  Changed in pygame 1.9.4: Allow scalar construction like GLSL Vector2(2) == Vector2(2.0, 2.0)

  Changed in pygame 1.9.4: `pygame.math` pygame module for vector classes import not required. More convenient `pygame.Vector2` and `pygame.Vector3`.

  Changed in pygame-ce 2.1.4: round returns a new vector with components rounded to the specified digits.

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

    Clamps a numeric `value` so that it's no lower than `min`, and no higher than `max`.

    New in pygame-ce 2.1.3.

  pygame.math.lerp()
    returns value linearly interpolated between a and b
    lerp(a, b, value, do_clamp=True, /) -> float

    Returns a number which is a linear interpolation between `a` and `b`. The third parameter determines how far between `a` and `b` the result is going to be. If `do_clamp` is false, the result can exceed the range 0.0 to 1.0.

    The formula is:

    `a + (b - a) * value`.

    New in pygame-ce 2.4.0.

  pygame.math.invlerp()
    returns value inverse interpolated between a and b
    invlerp(a, b, value, /) -> float

    Returns a number which is an inverse interpolation between `a` and `b`. The third parameter `value` is the result of the linear interpolation between a and b with a certain coefficient. In other words, this coefficient will be the result of this function. If `b` and `a` are equal, it raises a `ValueError`.

    The formula is:

    `(v - a)/(b - a)`.

    This is an example explaining what is above :

        > a = 10
        > b = 20
        > pygame.math.invlerp(10, 20, 11.5)
        > 0.15
        > pygame.math.lerp(10, 20, 0.15)
        > 11.5

    New in pygame-ce 2.5.0.

  pygame.math.smoothstep()
    returns value smoothly interpolated between a and b.
    smoothstep(a, b, value, /) -> float

    Returns a number which is a "smooth" interpolation between `a` and `b`. This means that the interpolation follows an s-shaped curve, with change happening more slowly near the limits (0.0 and 1.0) and faster in the middle. The third parameter determines how far between `a` and `b` the result is going to be.

    The formula is:

    `a * interp + (1 - interp) * b`

    where:

    `interp = value * value * (3 - 2 * value)`

    New in pygame-ce 2.4.0.

  pygame.math.remap()
    remaps value from given input range to given output range
    remap(i_min, i_max, o_min, o_max, value, /) -> float

    Returns a number which is the value remapped from `[i_min, i_max]` range to `[o_min, o_max]` range. If `i_min` and `i_max` are equal, it raises a `ValueError`.

    Example:

        > value = 50
        > pygame.math.remap(0, 100, 0, 200, value)
        > 100.0

    New in pygame-ce 2.5.0.

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

    Some general information about the `Vector2` class.

    Changed in pygame-ce 2.1.3: Inherited methods of vector subclasses now correctly return an instance of the subclass instead of the superclass

    dot()
      calculates the dot- or scalar-product with the other vector
      dot(Vector2, /) -> float
    cross()
      calculates the cross- or vector-product
      cross(Vector2, /) -> float

      calculates the third component of the cross-product.

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

      calculates the magnitude of the vector which follows from the theorem: `vec.magnitude() == math.sqrt(vec.x**2 + vec.y**2)`

    magnitude_squared()
      returns the squared magnitude of the vector.
      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.

    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)`

    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 than `vec.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` equal to `1` and the same direction as self. If the vector is the zero vector (i.e. has length `0` thus no direction) a `ValueError` is raised.

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

      Normalizes the vector so that it has `length` equal to `1`. The direction of the vector is not changed. If the vector is the zero vector (i.e. has length `0` thus no direction) a `ValueError` is raised.

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

      Returns True if the vector has `length` equal to `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) a `ValueError` 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
    move_towards()
      returns a vector moved toward the target by a given distance.
      move_towards(Vector2, float, /) -> Vector2

      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.

      New in pygame-ce 2.1.3.

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

      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.

      New in pygame-ce 2.1.3.

    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 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.

    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.

    smoothstep()
      returns a smooth interpolation to the given vector.
      smoothstep(Vector2, float, /) -> Vector2

      Returns a Vector which is a smooth interpolation between self and the given Vector. This means that the interpolation follows an s-shaped curve, with change happening more slowly near the limits (0.0 and 1.0) and faster in the middle. The third parameter determines how far between the two vectors the result is going to be.

      The formula is:

      `a * interp + (1 - interp) * b`

      where:

      `interp = value * value * (3 - 2 * value)`

      New in pygame-ce 2.4.0.

    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(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).

    rotate_rad()
      rotates a vector by a given angle in radians.
      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).

      New in pygame 2.0.0.

    rotate_ip()
      rotates the vector by a given angle in degrees in place.
      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).

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

      DEPRECATED: Use rotate_rad_ip() instead.

      New in pygame 2.0.0.

      Deprecated since pygame 2.1.1.

    rotate_rad_ip()
      rotates the vector by a given angle in radians in place.
      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).

      New in pygame 2.1.1.

    angle_to()
      calculates the angle to a given vector in degrees.
      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.

      Example demonstrating the angle returned

    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.

    project()
      projects a vector onto another.
      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.

      New in pygame 2.0.2.

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

      Returns a new Vector2 having the same dimensions.

      New in pygame 2.1.1.

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

      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.

      New in pygame-ce 2.1.3.

      Changed in pygame-ce 2.4.0: It is now possible to use `clamp_magnitude` on a zero-vector as long as `min_length` is unspecified or 0.

      Note

      Before pygame-ce 2.4.0, attempting to clamp a zero vector would always raise a `ValueError`

    clamp_magnitude_ip()
      Clamps the vector's magnitude between max_length and min_length
      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`. 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.

      New in pygame-ce 2.1.3.

      Changed in pygame-ce 2.4.0: It is now possible to use `clamp_magnitude` on a zero-vector as long as `min_length` is unspecified or 0.

      Note

      Before pygame-ce 2.4.0, attempting to clamp a zero vector would always raise a `ValueError`

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

      Sets coordinates x and y in place.

      New in pygame 1.9.5.

    epsilon
      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.

    angle
      Gives the angle of the vector in degrees, relative to the X-axis, normalized to the interval [-180, 180].

      Read-only attribute representing the angle of the vector in degrees relative to the X-axis. This angle is normalized to the interval [-180, 180].

      Usage: Accessing angle provides the current angle of the vector in degrees within the predefined range of [-180, 180].

      New in pygame-ce 2.5.5.

    angle_rad
      Gives the angle of the vector in radians, relative to the X-axis, normalized to the interval [-π, π].

      Read-only attribute representing the angle of the vector in radians relative to the X-axis. This value is equivalent to the angle attribute converted to radians and is normalized to the interval [-π, π].

      Usage: Accessing angle_rad provides the current angle of the vector in radians within the predefined range of [-π, π].

      New in pygame-ce 2.5.5.

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

    Some general information about the Vector3 class.

    Changed in pygame-ce 2.1.3: Inherited methods of vector subclasses now correctly return an instance of the subclass instead of the superclass

    dot()
      calculates the dot- or scalar-product with the other vector
      dot(Vector3, /) -> float
    cross()
      calculates the cross- or vector-product
      cross(Vector3, /) -> Vector3

      calculates the cross-product.

    magnitude()
      returns the Euclidean magnitude of the vector.
      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)`

    magnitude_squared()
      returns the squared Euclidean magnitude of the vector.
      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.

    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 than `vec.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` equal to `1` and the same direction as self. If the vector is the zero vector (i.e. has length `0` thus no direction) a `ValueError` is raised.

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

      Normalizes the vector so that it has `length` equal to `1`. The direction of the vector is not changed. If the vector is the zero vector (i.e. has length `0` thus no direction) a `ValueError` is raised.

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

      Returns True if the vector has `length` equal to `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) a `ValueError` 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
    move_towards()
      returns a vector moved toward the target by a given distance.
      move_towards(Vector3, float, /) -> Vector3

      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.

      New in pygame-ce 2.1.3.

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

      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.

      New in pygame-ce 2.1.3.

    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 and `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.

    smoothstep()
      returns a smooth interpolation to the given vector.
      smoothstep(Vector3, float, /) -> Vector3

      Returns a Vector which is a smooth interpolation between self and the given Vector. This means that the interpolation follows an s-shaped curve, with change happening more slowly near the limits (0.0 and 1.0) and faster in the middle. The third parameter determines how far between the two vectors the result is going to be.

      The formula is:

      `a * interp + (1 - interp) * b`

      where:

      `interp = value * value * (3 - 2 * value)`

      New in pygame-ce 2.4.0.

    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(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).

    rotate_rad()
      rotates a vector by a given angle in radians.
      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).

      New in pygame 2.0.0.

    rotate_ip()
      rotates the vector by a given angle in degrees in place.
      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).

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

      DEPRECATED: Use rotate_rad_ip() instead.

      New in pygame 2.0.0.

      Deprecated since pygame 2.1.1.

    rotate_rad_ip()
      rotates the vector by a given angle in radians in place.
      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).

      New in pygame 2.1.1.

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

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

      New in pygame 2.0.0.

    rotate_x_ip()
      rotates the vector around the x-axis by the angle in degrees in place.
      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).

    rotate_x_ip_rad()
      rotates the vector around the x-axis by the angle in radians in place.
      rotate_x_ip_rad(angle, /) -> None

      DEPRECATED: Use rotate_x_rad_ip() instead.

      New in pygame 2.0.0.

      Deprecated since pygame 2.1.1.

    rotate_x_rad_ip()
      rotates the vector around the x-axis by the angle in radians in place.
      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).

      New in pygame 2.1.1.

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

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

      New in pygame 2.0.0.

    rotate_y_ip()
      rotates the vector around the y-axis by the angle in degrees in place.
      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).

    rotate_y_ip_rad()
      rotates the vector around the y-axis by the angle in radians in place.
      rotate_y_ip_rad(angle, /) -> None

      DEPRECATED: Use rotate_y_rad_ip() instead.

      New in pygame 2.0.0.

      Deprecated since pygame 2.1.1.

    rotate_y_rad_ip()
      rotates the vector around the y-axis by the angle in radians in place.
      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).

      New in pygame 2.1.1.

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

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

      New in pygame 2.0.0.

    rotate_z_ip()
      rotates the vector around the z-axis by the angle in degrees in place.
      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).

    rotate_z_ip_rad()
      rotates the vector around the z-axis by the angle in radians in place.
      rotate_z_ip_rad(angle, /) -> None

      DEPRECATED: Use rotate_z_rad_ip() instead.

      Deprecated since pygame 2.1.1.

    rotate_z_rad_ip()
      rotates the vector around the z-axis by the angle in radians in place.
      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).

      New in pygame 2.1.1.

    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 3-tuple.
      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.

    project()
      projects a vector onto another.
      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.

      New in pygame 2.0.2.

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

      Returns a new Vector3 having the same dimensions.

      New in pygame 2.1.1.

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

      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.

      New in pygame-ce 2.1.3.

      Changed in pygame-ce 2.4.0: It is now possible to use `clamp_magnitude` on a zero-vector as long as `min_length` is unspecified or 0.

      Note

      Before pygame-ce 2.4.0, attempting to clamp a zero vector would always raise a `ValueError`

    clamp_magnitude_ip()
      Clamps the vector's magnitude between max_length and min_length
      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`. 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.

      New in pygame-ce 2.1.3.

      Changed in pygame-ce 2.4.0: It is now possible to use `clamp_magnitude` on a zero-vector as long as `min_length` is unspecified or 0.

      Note

      Before pygame-ce 2.4.0, attempting to clamp a zero vector would always raise a `ValueError`

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

      Sets coordinates x, y, and z in place.

      New in pygame 1.9.5.

    epsilon
      Determines the tolerance of vector calculations.

      With lengths within this number, vectors are considered equal. For more information see `pygame.math.Vector2.epsilon` Determines the tolerance of vector calculations.

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