pygame.math
pygame module for vector classes
— a 2-Dimensional Vector
— a 3-Dimensional Vector

PYGAME数学模块目前提供二维和三维的向量类, Vector2 和 Vector3 分别为。

它们支持以下数值运算: vec+vec , vec-vec , vec*number , number*vec , vec/number , vec//number , vec+=vec , vec-=vec , vec*=number , vec/=number , vec//=number 。

所有这些操作都将以元素为单位执行。此外 vec*vec 将执行标量积(也称为点阵产品)。如果要将向量v中的每个元素与向量w中的每个元素相乘,可以使用ElementWise方法: v.elementwise() * w

可以使用属性或下标检索或设置矢量的坐标

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]

可以使用切片或旋转设置多个坐标

v = pygame.Vector2()
v.xy = 1, 2
v[:] = 1, 2

New in pygame 1.9.2pre.

Changed in pygame 1.9.4: 删除了实验通知。

Changed in pygame 1.9.4: 允许像GLSL Vector2(2)==Vector2(2.0,2.0)这样的标量构造

Changed in pygame 1.9.4: pygame.mathpygame module for vector classes 所需的导入。更方便 pygame.Vector2 和 pygame.Vector3 。

pygame.math.Vector2
a 2-Dimensional Vector
Vector2() -> Vector2
Vector2(int) -> Vector2
Vector2(float) -> Vector2
Vector2(Vector2) -> Vector2
Vector2(x, y) -> Vector2
Vector2((x, y)) -> Vector2
— calculates the dot- or scalar-product with the other vector
— calculates the cross- or vector-product
— returns the Euclidean magnitude of the vector.
— returns the squared magnitude of the vector.
— returns the Euclidean length of the vector.
— returns the squared Euclidean length of the vector.
— returns a vector with the same direction but length 1.
— normalizes the vector in place so that its length is 1.
— tests if the vector is normalized i.e. has length == 1.
— scales the vector to a given length.
— returns a vector reflected of a given normal.
— reflect the vector of a given normal in place.
— calculates the Euclidean distance to a given vector.
— calculates the squared Euclidean distance to a given vector.
— returns a vector moved toward the target by a given distance.
— moves the vector toward its target at a given distance.
— returns a linear interpolation to the given vector.
— returns a spherical interpolation to the given vector.
— The next operation will be performed elementwise.
— rotates a vector by a given angle in degrees.
— rotates a vector by a given angle in radians.
— rotates the vector by a given angle in degrees in place.
— rotates the vector by a given angle in radians in place.
— rotates the vector by a given angle in radians in place.
— calculates the angle to a given vector in degrees.
— returns a tuple with radial distance and azimuthal angle.
— Sets x and y from a polar coordinates tuple.
— projects a vector onto another.
— Returns a copy of itself.
— Returns a copy of a vector with the magnitude clamped between max_length and min_length.
— Clamps the vector's magnitude between max_length and min_length
— Sets the coordinates of the vector.

有关的一些一般信息 Vector2 班级。

Changed in pygame 2.1.3: 矢量子类的继承方法现在正确返回子类的实例,而不是超类

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

计算叉积的第三个分量。

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

计算从该定理得出的向量的大小: vec.magnitude() == math.sqrt(vec.x**2 + vec.y**2)

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

计算从该定理得出的向量的大小: vec.magnitude_squared() == vec.x**2 + vec.y**2 。这比这更快 vec.magnitude() 因为它避免了平方根。

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

根据毕达哥拉斯定理计算向量的欧几里得长度: vec.length() == math.sqrt(vec.x**2 + vec.y**2)

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

根据毕达哥拉斯定理计算向量的欧几里得长度: vec.length_squared() == vec.x**2 + vec.y**2 。这比这更快 vec.length() 因为它避免了平方根。

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

返回具有以下属性的新向量 length 等于 1 和赛尔夫的方向一样。

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

规格化向量,使其具有 length 等于 1 。向量的方向不变。

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

如果向量具有 length 等于 1 。否则它将返回 False 。

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

缩放向量,使其具有给定的长度。向量的方向不变。您还可以根据长度进行缩放 0 。如果向量是零向量(即具有长度 0 因此没有方向)a ValueError 都被养大了。

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

返回一个新向量,该向量指向由给定曲面法线表征的曲面的自反弹方向。新矢量的长度与赛尔夫的长度相同。

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

更改自身的方向,就像它会反射具有给定曲面法线的曲面一样。

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

返回向给定向量移动给定距离且不超过其目标向量的向量。第一个参数确定目标向量,而第二个参数确定增量距离。如果距离在负数中,则它将远离目标向量。

New in pygame 2.1.3.

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

以给定的距离向给定的向量移动,并且不会超出其目标向量。第一个参数确定目标向量,而第二个参数确定增量距离。如果距离在负数中,则它将远离目标向量。

New in pygame 2.1.3.

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

返回一个向量,它是自身和给定向量之间的线性内插。第二个参数决定了自己和他人之间的距离。它必须是介于 0 和 1 哪里 0 意思是自我和 1 意味着其他人将被退还。

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

计算从自身到给定向量的球面内插。第二个参数-通常称为t-必须在范围内 [-1, 1] 。它将两个向量之间的结果应该是的位置参数化。如果给出负值,则插值不会取最短路径的补值。

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

将以下运算应用于向量的每个元素。

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

返回与self长度相同但逆时针旋转给定角度(以度为单位)的向量。(请注意,由于PYGAME的反y坐标系,如果显示,旋转将显示为顺时针方向)。

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

返回一个与self长度相同但以弧度为单位逆时针旋转给定角度的向量。(请注意,由于PYGAME的反y坐标系,如果显示,旋转将显示为顺时针方向)。

New in pygame 2.0.0.

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

将矢量逆时针旋转给定的角度(以度为单位)。向量的长度不变。(请注意,由于PYGAME的反y坐标系,如果显示,旋转将显示为顺时针方向)。

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

已弃用:改用Rotate_rad_ip()。

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

将矢量逆时针旋转给定的角度(以弧度为单位)。向量的长度不变。(请注意,由于PYGAME的反y坐标系,如果显示,旋转将显示为顺时针方向)。

New in pygame 2.1.1.

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

返回self和给定向量之间的角度。

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

返回一个元组 (r, phi) 其中r是径向距离,Phi是方位角。

from_polar()
Sets x and y from a polar coordinates tuple.
from_polar((r, phi)) -> None

从元组(r,Phi)设置x和y,其中r是径向距离,Phi是方位角。

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

返回投影向量。这对于在特定方向(例如,在墙的方向上)查找组件时的碰撞检测很有用。有关更详细的说明,请参阅 Wikipedia 。

New in pygame 2.0.2.

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

返回具有相同维度的新Vector2。

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

返回一个新的矢量副本,其幅值被钳制在max_length和min_length之间。如果未指定MIN_LENGTH值,则它将自动设置为0。

New in pygame 2.1.3.

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

将向量的幅值钳制在max_long和min_long之间。如果未指定MIN_LENGTH值,则它将自动设置为0。

New in pygame 2.1.3.

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

将坐标x和y设置到位。

New in pygame 1.9.5.

pygame.math.Vector3
a 3-Dimensional Vector
Vector3() -> Vector3
Vector3(int) -> Vector3
Vector3(float) -> Vector3
Vector3(Vector3) -> Vector3
Vector3(x, y, z) -> Vector3
Vector3((x, y, z)) -> Vector3
— calculates the dot- or scalar-product with the other vector
— calculates the cross- or vector-product
— returns the Euclidean magnitude of the vector.
— returns the squared Euclidean magnitude of the vector.
— returns the Euclidean length of the vector.
— returns the squared Euclidean length of the vector.
— returns a vector with the same direction but length 1.
— normalizes the vector in place so that its length is 1.
— tests if the vector is normalized i.e. has length == 1.
— scales the vector to a given length.
— returns a vector reflected of a given normal.
— reflect the vector of a given normal in place.
— calculates the Euclidean distance to a given vector.
— calculates the squared Euclidean distance to a given vector.
— returns a vector moved toward the target by a given distance.
— moves the vector toward its target at a given distance.
— returns a linear interpolation to the given vector.
— returns a spherical interpolation to the given vector.
— The next operation will be performed elementwise.
— rotates a vector by a given angle in degrees.
— rotates a vector by a given angle in radians.
— rotates the vector by a given angle in degrees in place.
— rotates the vector by a given angle in radians in place.
— rotates the vector by a given angle in radians in place.
— rotates a vector around the x-axis by the angle in degrees.
— rotates a vector around the x-axis by the angle in radians.
— rotates the vector around the x-axis by the angle in degrees in place.
— rotates the vector around the x-axis by the angle in radians in place.
— rotates the vector around the x-axis by the angle in radians in place.
— rotates a vector around the y-axis by the angle in degrees.
— rotates a vector around the y-axis by the angle in radians.
— rotates the vector around the y-axis by the angle in degrees in place.
— rotates the vector around the y-axis by the angle in radians in place.
— rotates the vector around the y-axis by the angle in radians in place.
— rotates a vector around the z-axis by the angle in degrees.
— rotates a vector around the z-axis by the angle in radians.
— rotates the vector around the z-axis by the angle in degrees in place.
— rotates the vector around the z-axis by the angle in radians in place.
— rotates the vector around the z-axis by the angle in radians in place.
— calculates the angle to a given vector in degrees.
— returns a tuple with radial distance, inclination and azimuthal angle.
— Sets x, y and z from a spherical coordinates 3-tuple.
— projects a vector onto another.
— Returns a copy of itself.
— Returns a copy of a vector with the magnitude clamped between max_length and min_length.
— Clamps the vector's magnitude between max_length and min_length
— Sets the coordinates of the vector.

有关Vector3类的一些一般信息。

Changed in pygame 2.1.3: 矢量子类的继承方法现在正确返回子类的实例,而不是超类

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

计算叉积。

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

计算从该定理得出的向量的大小: 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

计算从该定理得出的向量的大小: vec.magnitude_squared() == vec.x**2 + vec.y**2 + vec.z**2 。这比这更快 vec.magnitude() 因为它避免了平方根。

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

根据毕达哥拉斯定理计算向量的欧几里得长度: 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

根据毕达哥拉斯定理计算向量的欧几里得长度: vec.length_squared() == vec.x**2 + vec.y**2 + vec.z**2 。这比这更快 vec.length() 因为它避免了平方根。

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

返回具有以下属性的新向量 length 等于 1 和赛尔夫的方向一样。

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

规格化向量,使其具有 length 等于 1 。向量的方向不变。

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

如果向量具有 length 等于 1 。否则它将返回 False 。

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

缩放向量,使其具有给定的长度。向量的方向不变。您还可以根据长度进行缩放 0 。如果向量是零向量(即具有长度 0 因此没有方向)a ValueError 都被养大了。

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

返回一个新向量,该向量指向由给定曲面法线表征的曲面的自反弹方向。新矢量的长度与赛尔夫的长度相同。

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

更改自身的方向,就像它会反射具有给定曲面法线的曲面一样。

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

返回向给定向量移动给定距离且不超过其目标向量的向量。第一个参数确定目标向量,而第二个参数确定增量距离。如果距离在负数中,则它将远离目标向量。

New in pygame 2.1.3.

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

以给定的距离向给定的向量移动,并且不会超出其目标向量。第一个参数确定目标向量,而第二个参数确定增量距离。如果距离在负数中,则它将远离目标向量。

New in pygame 2.1.3.

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

返回一个向量,它是自身和给定向量之间的线性内插。第二个参数确定结果与他人之间的距离。它必须是介于 0 和 1 ,在哪里 0 意思是自我和 1 意味着其他人将被退还。

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

计算从自身到给定向量的球面内插。第二个参数-通常称为t-必须在范围内 [-1, 1] 。它将两个向量之间的结果应该是的位置参数化。如果给出负值,则插值不会取最短路径的补值。

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

将以下运算应用于向量的每个元素。

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

返回一个与self长度相同但以给定轴为单位逆时针旋转给定角度的向量。(请注意,由于PYGAME的反y坐标系,如果显示,旋转将显示为顺时针方向)。

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

返回一个向量,该向量与self具有相同的长度,但绕给定轴逆时针旋转给定角度(以弧度为单位)。(请注意,由于PYGAME的反y坐标系,如果显示,旋转将显示为顺时针方向)。

New in pygame 2.0.0.

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

将向量围绕给定轴逆时针旋转给定的角度(以度为单位)。向量的长度不变。(请注意,由于PYGAME的反y坐标系,如果显示,旋转将显示为顺时针方向)。

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

已弃用:改用Rotate_rad_ip()。

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

将矢量围绕给定轴逆时针旋转给定的角度(以弧度为单位)。向量的长度不变。(请注意,由于PYGAME的反y坐标系,如果显示,旋转将显示为顺时针方向)。

New in pygame 2.1.1.

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

返回一个与self长度相同但绕x轴逆时针旋转给定角度(以度为单位)的向量。(请注意,由于PYGAME的反y坐标系,如果显示,旋转将显示为顺时针方向)。

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

返回一个与self长度相同但以弧度为单位绕x轴逆时针旋转给定角度的向量。(请注意,由于PYGAME的反y坐标系,如果显示,旋转将显示为顺时针方向)。

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

将向量绕x轴逆时针旋转给定的角度(以度为单位)。向量的长度不变。(请注意,由于PYGAME的反y坐标系,如果显示,旋转将显示为顺时针方向)。

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

已弃用:改用Rotate_x_rad_ip()。

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

将向量绕x轴逆时针旋转给定角度(以弧度为单位)。向量的长度不变。(请注意,由于PYGAME的反y坐标系,如果显示,旋转将显示为顺时针方向)。

New in pygame 2.1.1.

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

返回一个与self长度相同但绕y轴逆时针旋转给定角度(以度为单位)的向量。(请注意,由于PYGAME的反y坐标系,如果显示,旋转将显示为顺时针方向)。

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

返回一个与self长度相同但以弧度为单位绕y轴逆时针旋转给定角度的向量。(请注意,由于PYGAME的反y坐标系,如果显示,旋转将显示为顺时针方向)。

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

将向量围绕y轴逆时针旋转给定的角度(以度为单位)。向量的长度不变。(请注意,由于PYGAME的反y坐标系,如果显示,旋转将显示为顺时针方向)。

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

已弃用:改用Rotate_y_rad_ip()。

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

将矢量绕y轴逆时针旋转给定的角度(以弧度为单位)。向量的长度不变。(请注意,由于PYGAME的反y坐标系,如果显示,旋转将显示为顺时针方向)。

New in pygame 2.1.1.

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

返回一个与self长度相同但绕z轴逆时针旋转给定角度(以度为单位)的矢量。(请注意,由于PYGAME的反y坐标系,如果显示,旋转将显示为顺时针方向)。

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

返回一个与self长度相同但以弧度为单位绕z轴逆时针旋转给定角度的向量。(请注意,由于PYGAME的反y坐标系,如果显示,旋转将显示为顺时针方向)。

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

将向量围绕z轴逆时针旋转给定的角度(以度为单位)。向量的长度不变。(请注意,由于PYGAME的反y坐标系,如果显示,旋转将显示为顺时针方向)。

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

已弃用:改用Rotate_z_rad_ip()。

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

将向量绕z轴逆时针旋转给定的角度(以弧度为单位)。向量的长度不变。(请注意,由于PYGAME的反y坐标系,如果显示,旋转将显示为顺时针方向)。

New in pygame 2.1.1.

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

返回self和给定向量之间的角度。

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

返回一个元组 (r, theta, phi) 其中r是径向距离,theta是倾角,Phi是方位角。

from_spherical()
Sets x, y and z from a spherical coordinates 3-tuple.
from_spherical((r, theta, phi)) -> None

从元组中设置x、y和z (r, theta, phi) 其中r是径向距离,theta是倾角,Phi是方位角。

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

返回投影向量。这对于在特定方向(例如,在墙的方向上)查找组件时的碰撞检测很有用。有关更详细的说明,请参阅 Wikipedia 。

New in pygame 2.0.2.

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

返回具有相同维度的新Vector3。

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

返回一个新的矢量副本,其幅值被钳制在max_length和min_length之间。如果未指定MIN_LENGTH值,则它将自动设置为0。

New in pygame 2.1.3.

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

将向量的幅值钳制在max_long和min_long之间。如果未指定MIN_LENGTH值,则它将自动设置为0。

New in pygame 2.1.3.

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

将坐标x、y和z设置到位。

New in pygame 1.9.5.




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