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# cocos.euclid module

euclid graphics maths module

Documentation and tests are included in the file “euclid.txt”, or online at http://code.google.com/p/pyeuclid

class `Circle`(center, radius)

  Bases: `cocos.euclid.Geometry`, `cocos.euclid.Slotted`

  `connect`(other)
  `copy`()
  `intersect`(other)
  `c`
  `r`

class `Geometry`

  Bases: `object`

  `connect`(other)
  `distance`(other)
  `intersect`(other)

class `Line2`(*args)

  Bases: `cocos.euclid.Geometry`, `cocos.euclid.Slotted`

  `connect`(other)
  `copy`()
  `intersect`(other)
  `p`
  `p1`
  `p2`
  `v`

class `Line3`(*args)

  Bases: `cocos.euclid.Slotted`

  `connect`(other)
  `copy`()
  `intersect`(other)
  `p`
  `p1`
  `p2`
  `v`

class `LineSegment2`(*args)

  Bases: `cocos.euclid.Line2`

  `magnitude_squared`()
  `length`

class `LineSegment3`(*args)

  Bases: `cocos.euclid.Line3`

  `magnitude_squared`()
  `length`

class `Matrix3`

  Bases: `cocos.euclid.Slotted`

  `copy`()
  `determinant`()
  `identity`()
  `inverse`()
  classmethod `new_identity`()
  classmethod `new_rotate`(angle)
  classmethod `new_scale`(x, y)
  classmethod `new_translate`(x, y)
  `rotate`(angle)
  `scale`(x, y)
  `translate`(x, y)
  `a`
  `b`
  `c`
  `e`
  `f`
  `g`
  `i`
  `j`
  `k`

class `Matrix4`

  Bases: `cocos.euclid.Slotted`

  `copy`()
  `determinant`()
  `identity`()
  `inverse`()
  classmethod `new`(*values)
  classmethod `new_identity`()
  classmethod `new_look_at`(eye, at, up)
  classmethod `new_perspective`(fov_y, aspect, near, far)
  classmethod `new_rotate_axis`(angle, axis)
  classmethod `new_rotate_euler`(heading, attitude, bank)
  classmethod `new_rotate_triple_axis`(x, y, z)
  classmethod `new_rotatex`(angle)
  classmethod `new_rotatey`(angle)
  classmethod `new_rotatez`(angle)
  classmethod `new_scale`(x, y, z)
  classmethod `new_translate`(x, y, z)
  `rotate_axis`(angle, axis)
  `rotate_euler`(heading, attitude, bank)
  `rotate_triple_axis`(x, y, z)
  `rotatex`(angle)
  `rotatey`(angle)
  `rotatez`(angle)
  `scale`(x, y, z)
  `transform`(other)
  `translate`(x, y, z)
  `transpose`()
  `transposed`()
  `a`
  `b`
  `c`
  `d`
  `e`
  `f`
  `g`
  `h`
  `i`
  `j`
  `k`
  `l`
  `m`
  `n`
  `o`
  `p`

class `Plane`(*args)

  Bases: `cocos.euclid.Slotted`

  `connect`(other)
  `copy`()
  `intersect`(other)
  `k`
  `n`

class `Point2`(x=0, y=0)

  Bases: `cocos.euclid.Vector2`, `cocos.euclid.Geometry`

  `connect`(other)
  `intersect`(other)

class `Point3`(x=0, y=0, z=0)

  Bases: `cocos.euclid.Vector3`, `cocos.euclid.Geometry`

  `connect`(other)
  `intersect`(other)

class `Quaternion`(w=1, x=0, y=0, z=0)

  Bases: `cocos.euclid.Slotted`

  `conjugated`()
  `copy`()
  `get_angle_axis`()
  `get_euler`()
  `get_matrix`()
  `identity`()
  `magnitude`()
  `magnitude_squared`()
  classmethod `new_identity`()
  classmethod `new_interpolate`(q1, q2, t)
  classmethod `new_rotate_axis`(angle, axis)
  classmethod `new_rotate_euler`(heading, attitude, bank)
  classmethod `new_rotate_matrix`(m)
  `normalize`()
  `normalized`()
  `rotate_axis`(angle, axis)
  `rotate_euler`(heading, attitude, bank)
  `rotate_matrix`(m)
  `w`
  `x`
  `y`
  `z`

class `Ray2`(*args)

  Bases: `cocos.euclid.Line2`

class `Ray3`(*args)

  Bases: `cocos.euclid.Line3`

class `Slotted`

  Bases: `object`

class `Sphere`(center, radius)

  Bases: `cocos.euclid.Slotted`

  `connect`(other)
  `copy`()
  `intersect`(other)
  `c`
  `r`

class `Vector2`(x=0, y=0)

  Bases: `cocos.euclid.Slotted`

  `angle`(other)

    Return the angle to the vector other

  `copy`()
  `cross`()
  `dot`(other)
  `magnitude`()
  `magnitude_squared`()
  `normalize`()
  `normalized`()
  `project`(other)

    Return one vector projected on the vector other

  `reflect`(normal)
  `x`
  `xy`

    (x, y)

  `y`
  `yx`

    (y, x)

class `Vector3`(x=0, y=0, z=0)

  Bases: `cocos.euclid.Slotted`

  `angle`(other)

    Return the angle to the vector other

  `copy`()
  `cross`(other)
  `dot`(other)
  `magnitude`()
  `magnitude_squared`()
  `normalize`()
  `normalized`()
  `project`(other)

    Return one vector projected on the vector other

  `reflect`(normal)
  `rotate_around`(axis, theta)

    Return the vector rotated around axis through angle theta. Right hand rule applies

  `x`
  `xy`

    (x, y)

  `xyz`

    (x, y, z)

  `xz`

    (x, z)

  `xzy`

    (x, z, y)

  `y`
  `yx`

    (y, x)

  `yxz`

    (y, x, z)

  `yz`

    (y, z)

  `yzx`

    (y, z, x)

  `z`
  `zx`

    (z, x)

  `zxy`

    (z, x, y)

  `zy`

    (z, y)

  `zyx`

    (z, y, x)

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