python-type-stubs/pygame/math.pyi

150 строки
8.0 KiB
Python

from typing import List, Optional, Sequence, Tuple, Union, overload
class _VectorElementwiseProxy2:
def __add__(self, other: Union[float, Vector2, _VectorElementwiseProxy2]) -> Vector2: ...
def __radd__(self, other: Union[float, Vector2, _VectorElementwiseProxy2]) -> Vector2: ...
def __sub__(self, other: Union[float, Vector2, _VectorElementwiseProxy2]) -> Vector2: ...
def __rsub__(self, other: Union[float, Vector2, _VectorElementwiseProxy2]) -> Vector2: ...
def __mul__(self, other: Union[float, Vector2, _VectorElementwiseProxy2]) -> Vector2: ...
def __rmul__(self, other: Union[float, Vector2, _VectorElementwiseProxy2]) -> Vector2: ...
def __truediv__(self, other: Union[float, Vector2, _VectorElementwiseProxy2]) -> Vector2: ...
def __rtruediv__(self, other: Union[float, Vector2, _VectorElementwiseProxy2]) -> Vector2: ...
def __floordiv__(self, other: Union[float, Vector2, _VectorElementwiseProxy2]) -> Vector2: ...
def __rfloordiv__(self, other: Union[float, Vector2, _VectorElementwiseProxy2]) -> Vector2: ...
def __mod__(self, other: Union[float, Vector2, _VectorElementwiseProxy2]) -> Vector2: ...
def __rmod__(self, other: Union[float, Vector2, _VectorElementwiseProxy2]) -> Vector2: ...
def __pow__(self, power: Union[float, Vector2, _VectorElementwiseProxy2]) -> Vector2: ...
def __rpow__(self, power: Union[float, Vector2, _VectorElementwiseProxy2]) -> Vector2: ...
class _VectorElementwiseProxy3:
def __add__(self, other: Union[float, Vector3, _VectorElementwiseProxy3]) -> Vector3: ...
def __radd__(self, other: Union[float, Vector3, _VectorElementwiseProxy3]) -> Vector3: ...
def __sub__(self, other: Union[float, Vector3, _VectorElementwiseProxy3]) -> Vector3: ...
def __rsub__(self, other: Union[float, Vector3, _VectorElementwiseProxy3]) -> Vector3: ...
def __mul__(self, other: Union[float, Vector3, _VectorElementwiseProxy3]) -> Vector3: ...
def __rmul__(self, other: Union[float, Vector3, _VectorElementwiseProxy3]) -> Vector3: ...
def __truediv__(self, other: Union[float, Vector3, _VectorElementwiseProxy3]) -> Vector3: ...
def __rtruediv__(self, other: Union[float, Vector3, _VectorElementwiseProxy3]) -> Vector3: ...
def __floordiv__(self, other: Union[float, Vector3, _VectorElementwiseProxy3]) -> Vector3: ...
def __rfloordiv__(self, other: Union[float, Vector3, _VectorElementwiseProxy3]) -> Vector3: ...
def __mod__(self, other: Union[float, Vector3, _VectorElementwiseProxy3]) -> Vector3: ...
def __rmod__(self, other: Union[float, Vector3, _VectorElementwiseProxy3]) -> Vector3: ...
def __pow__(self, power: Union[float, Vector3, _VectorElementwiseProxy3]) -> Vector3: ...
def __rpow__(self, power: Union[float, Vector3, _VectorElementwiseProxy3]) -> Vector3: ...
def enable_swizzling() -> None: ...
def disable_swizzling() -> None: ...
class Vector2:
x: float
y: float
def __hash__(self) -> int: ...
def __init__(
self, x: Optional[Union[float, Vector2, Tuple[float, float], Sequence[float]]] = ..., y: Optional[float] = ...,
) -> None: ...
def __setitem__(self, key: int, value: float) -> None: ...
@overload
def __getitem__(self, i: int) -> float: ...
@overload
def __getitem__(self, s: slice) -> List[float]: ...
def __add__(self, other: Vector2) -> Vector2: ...
def __sub__(self, other: Vector2) -> Vector2: ...
@overload
def __mul__(self, other: Vector2) -> float: ...
@overload
def __mul__(self, other: float) -> Vector2: ...
def __rmul__(self, other: float) -> Vector2: ...
def __truediv__(self, other: float) -> Vector2: ...
def __floordiv__(self, other: float) -> Vector2: ...
def dot(self, other: Vector2) -> float: ...
def cross(self, other: Vector2) -> Vector2: ...
def magnitude(self) -> float: ...
def magnitude_squared(self) -> float: ...
def length(self) -> float: ...
def length_squared(self) -> float: ...
def normalize(self) -> Vector2: ...
def normalize_ip(self) -> None: ...
def is_normalized(self) -> bool: ...
def scale_to_length(self, value: float) -> None: ...
def reflect(self, other: Vector2) -> Vector2: ...
def reflect_ip(self, other: Vector2) -> None: ...
def distance_to(self, other: Union[Vector2, Sequence[float]]) -> float: ...
def distance_squared_to(self, other: Vector2) -> float: ...
def lerp(self, other: Vector2, value: float) -> Vector2: ...
def slerp(self, other: Vector2, value: float) -> Vector2: ...
def elementwise(self) -> _VectorElementwiseProxy2: ...
def rotate(self, angle: float) -> Vector2: ...
def rotate_rad(self, angle: float) -> Vector2: ...
def rotate_ip(self, angle: float) -> None: ...
def rotate_ip_rad(self, angle: float) -> None: ...
def angle_to(self, other: Vector2) -> float: ...
def as_polar(self) -> Tuple[float, float]: ...
def from_polar(self, polar_value: Union[Sequence[float], Tuple[float, float]]) -> None: ...
def update(
self, x: Optional[Union[float, Vector2, Tuple[float, float], Sequence[float]]] = ..., y: Optional[float] = ...,
) -> None: ...
class Vector3:
x: float
y: float
z: float
@overload
def __init__(self, xyz: Optional[Union[float, Tuple[float, float, float], Sequence[float], Vector3]] = ...,) -> None: ...
@overload
def __init__(self, x: int, y: int, z: int) -> None: ...
def __setitem__(self, key: int, value: float) -> None: ...
@overload
def __getitem__(self, i: int) -> float: ...
@overload
def __getitem__(self, s: slice) -> List[float]: ...
def __add__(self, other: Vector3) -> Vector3: ...
def __sub__(self, other: Vector3) -> Vector3: ...
@overload
def __mul__(self, other: Vector3) -> float: ...
@overload
def __mul__(self, other: float) -> Vector3: ...
def __rmul__(self, other: float) -> Vector3: ...
def __truediv__(self, other: float) -> Vector3: ...
def __floordiv__(self, other: float) -> Vector3: ...
def dot(self, other: Vector3) -> float: ...
def cross(self, other: Vector3) -> Vector3: ...
def magnitude(self) -> float: ...
def magnitude_squared(self) -> float: ...
def length(self) -> float: ...
def length_squared(self) -> float: ...
def normalize(self) -> Vector3: ...
def normalize_ip(self) -> None: ...
def is_normalized(self) -> bool: ...
def scale_to_length(self, value: float) -> None: ...
def reflect(self, other: Vector3) -> Vector3: ...
def reflect_ip(self, other: Vector3) -> None: ...
def distance_to(self, other: Vector3) -> float: ...
def distance_squared_to(self, other: Vector3) -> float: ...
def lerp(self, other: Vector3, value: float) -> Vector3: ...
def slerp(self, other: Vector3, value: float) -> Vector3: ...
def elementwise(self) -> _VectorElementwiseProxy3: ...
def rotate(self, angle: float, axis: Vector3) -> Vector3: ...
def rotate_rad(self, angle: float, axis: Vector3) -> Vector3: ...
def rotate_ip(self, angle: float, axis: Vector3) -> None: ...
def rotate_ip_rad(self, angle: float, axis: Vector3) -> None: ...
def rotate_x(self, angle: float) -> Vector3: ...
def rotate_x_rad(self, angle: float) -> Vector3: ...
def rotate_x_ip(self, angle: float) -> None: ...
def rotate_x_ip_rad(self, angle: float) -> None: ...
def rotate_y(self, angle: float) -> Vector3: ...
def rotate_y_rad(self, angle: float) -> Vector3: ...
def rotate_y_ip(self, angle: float) -> None: ...
def rotate_y_ip_rad(self, angle: float) -> None: ...
def rotate_z(self, angle: float) -> Vector3: ...
def rotate_z_rad(self, angle: float) -> Vector3: ...
def rotate_z_ip(self, angle: float) -> None: ...
def rotate_z_ip_rad(self, angle: float) -> None: ...
def angle_to(self, other: Vector3) -> float: ...
def as_spherical(self) -> Tuple[float, float, float]: ...
def from_spherical(self, spherical: Tuple[float, float, float]) -> None: ...
@overload
def update(self, xyz: Optional[Union[float, Tuple[float, float, float], Sequence[float], Vector3]] = ...,) -> None: ...
@overload
def update(self, x: int, y: int, z: int) -> None: ...