Math Types & Utilities (mathutils)

This module provides access to math operations.

Note

Classes, methods and attributes that accept vectors also accept other numeric sequences, such as tuples, lists.

The mathutils module provides the following classes:

import mathutils
from math import radians

vec = mathutils.Vector((1.0, 2.0, 3.0))

mat_rot = mathutils.Matrix.Rotation(radians(90.0), 4, 'X')
mat_trans = mathutils.Matrix.Translation(vec)

mat = mat_trans @ mat_rot
mat.invert()

mat3 = mat.to_3x3()
quat1 = mat.to_quaternion()
quat2 = mat3.to_quaternion()

quat_diff = quat1.rotation_difference(quat2)

print(quat_diff.angle)
class mathutils.Color(rgb)

This object gives access to Colors in Blender.

Most colors returned by Blender APIs are in scene linear color space, as defined by the OpenColorIO configuration. The notable exception is user interface theming colors, which are in sRGB color space.

Parameters:

rgb (Sequence[float]) – (red, green, blue) color values where (0, 0, 0) is black & (1, 1, 1) is white.

import mathutils

# color values are represented as RGB values from 0 - 1, this is blue
col = mathutils.Color((0.0, 0.0, 1.0))

# as well as r/g/b attribute access you can adjust them by h/s/v
col.s *= 0.5

# you can access its components by attribute or index
print("Color R:", col.r)
print("Color G:", col[1])
print("Color B:", col[-1])
print("Color HSV: {:.2f}, {:.2f}, {:.2f}".format(*col))


# components of an existing color can be set
col[:] = 0.0, 0.5, 1.0

# components of an existing color can use slice notation to get a tuple
print("Values: {:f}, {:f}, {:f}".format(*col))

# colors can be added and subtracted
col += mathutils.Color((0.25, 0.0, 0.0))

# Color can be multiplied, in this example color is scaled to 0-255
# can printed as integers
print("Color: {:d}, {:d}, {:d}".format(*(int(c) for c in (col * 255.0))))

# This example prints the color as hexadecimal
print("Hexadecimal: {:02x}{:02x}{:02x}".format(int(col.r * 255), int(col.g * 255), int(col.b * 255)))
copy()

Returns a copy of this color.

Returns:

A copy of the color.

Return type:

Color

Note

use this to get a copy of a wrapped color with no reference to the original data.

freeze()

Make this object immutable.

After this the object can be hashed, used in dictionaries & sets.

Returns:

An instance of this object.

from_aces_to_scene_linear()

Convert from ACES2065-1 linear to scene linear color space.

Returns:

A color in scene linear color space.

Return type:

Color

from_rec709_linear_to_scene_linear()

Convert from Rec.709 linear color space to scene linear color space.

Returns:

A color in scene linear color space.

Return type:

Color

from_scene_linear_to_aces()

Convert from scene linear to ACES2065-1 linear color space.

Returns:

A color in ACES2065-1 linear color space.

Return type:

Color

from_scene_linear_to_rec709_linear()

Convert from scene linear to Rec.709 linear color space.

Returns:

A color in Rec.709 linear color space.

Return type:

Color

from_scene_linear_to_srgb()

Convert from scene linear to sRGB color space.

Returns:

A color in sRGB color space.

Return type:

Color

from_scene_linear_to_xyz_d65()

Convert from scene linear to CIE XYZ (Illuminant D65) color space.

Returns:

A color in XYZ color space.

Return type:

Color

from_srgb_to_scene_linear()

Convert from sRGB to scene linear color space.

Returns:

A color in scene linear color space.

Return type:

Color

from_xyz_d65_to_scene_linear()

Convert from CIE XYZ (Illuminant D65) to scene linear color space.

Returns:

A color in scene linear color space.

Return type:

Color

b

Blue color channel.

Type:

float

g

Green color channel.

Type:

float

h

HSV Hue component in [0, 1].

Type:

float

hsv

HSV Values in [0, 1].

Type:

float triplet

is_frozen

True when this object has been frozen (read-only).

Type:

bool

is_valid

True when the owner of this data is valid.

Type:

bool

is_wrapped

True when this object wraps external data (read-only).

Type:

bool

owner

The item this is wrapping or None (read-only).

r

Red color channel.

Type:

float

s

HSV Saturation component in [0, 1].

Type:

float

v

HSV Value component in [0, 1].

Type:

float

class mathutils.Euler(angles, order='XYZ')

This object gives access to Eulers in Blender.

See also

Euler angles on Wikipedia.

Parameters:
  • angles (Sequence[float]) – (X, Y, Z) angles in radians.

  • order (str) – Optional order of the angles, a permutation of XYZ.

import mathutils
import math

# create a new euler with default axis rotation order
eul = mathutils.Euler((0.0, math.radians(45.0), 0.0), 'XYZ')

# rotate the euler
eul.rotate_axis('Z', math.radians(10.0))

# you can access its components by attribute or index
print("Euler X", eul.x)
print("Euler Y", eul[1])
print("Euler Z", eul[-1])

# components of an existing euler can be set
eul[:] = 1.0, 2.0, 3.0

# components of an existing euler can use slice notation to get a tuple
print("Values: {:f}, {:f}, {:f}".format(*eul))

# the order can be set at any time too
eul.order = 'ZYX'

# eulers can be used to rotate vectors
vec = mathutils.Vector((0.0, 0.0, 1.0))
vec.rotate(eul)

# often its useful to convert the euler into a matrix so it can be used as
# transformations with more flexibility
mat_rot = eul.to_matrix()
mat_loc = mathutils.Matrix.Translation((2.0, 3.0, 4.0))
mat = mat_loc @ mat_rot.to_4x4()
copy()

Returns a copy of this euler.

Returns:

A copy of the euler.

Return type:

Euler

Note

use this to get a copy of a wrapped euler with no reference to the original data.

freeze()

Make this object immutable.

After this the object can be hashed, used in dictionaries & sets.

Returns:

An instance of this object.

make_compatible(other)

Make this euler compatible with another, so interpolating between them works as intended.

Note

the rotation order is not taken into account for this function.

rotate(other)

Rotates the euler by another mathutils value.

Parameters:

other (Euler | Quaternion | Matrix) – rotation component of mathutils value

rotate_axis(axis, angle)

Rotates the euler a certain amount and returning a unique euler rotation (no 720 degree pitches).

Parameters:
  • axis (str) – single character in [‘X, ‘Y’, ‘Z’].

  • angle (float) – angle in radians.

to_matrix()

Return a matrix representation of the euler.

Returns:

A 3x3 rotation matrix representation of the euler.

Return type:

Matrix

to_quaternion()

Return a quaternion representation of the euler.

Returns:

Quaternion representation of the euler.

Return type:

Quaternion

zero()

Set all values to zero.

is_frozen

True when this object has been frozen (read-only).

Type:

bool

is_valid

True when the owner of this data is valid.

Type:

bool

is_wrapped

True when this object wraps external data (read-only).

Type:

bool

order

Euler rotation order.

Type:

str in [‘XYZ’, ‘XZY’, ‘YXZ’, ‘YZX’, ‘ZXY’, ‘ZYX’]

owner

The item this is wrapping or None (read-only).

x

Euler axis angle in radians.

Type:

float

y

Euler axis angle in radians.

Type:

float

z

Euler axis angle in radians.

Type:

float

class mathutils.Matrix([rows])

This object gives access to Matrices in Blender, supporting square and rectangular matrices from 2x2 up to 4x4.

Parameters:

rows (Sequence[Sequence[float]]) – Sequence of rows. When omitted, a 4x4 identity matrix is constructed.

import mathutils
import math

# create a location matrix
mat_loc = mathutils.Matrix.Translation((2.0, 3.0, 4.0))

# create an identitiy matrix
mat_sca = mathutils.Matrix.Scale(0.5, 4, (0.0, 0.0, 1.0))

# create a rotation matrix
mat_rot = mathutils.Matrix.Rotation(math.radians(45.0), 4, 'X')

# combine transformations
mat_out = mat_loc @ mat_rot @ mat_sca
print(mat_out)

# extract components back out of the matrix as two vectors and a quaternion
loc, rot, sca = mat_out.decompose()
print(loc, rot, sca)

# recombine extracted components
mat_out2 = mathutils.Matrix.LocRotScale(loc, rot, sca)
print(mat_out2)

# it can also be useful to access components of a matrix directly
mat = mathutils.Matrix()
mat[0][0], mat[1][0], mat[2][0] = 0.0, 1.0, 2.0

mat[0][0:3] = 0.0, 1.0, 2.0

# each item in a matrix is a vector so vector utility functions can be used
mat[0].xyz = 0.0, 1.0, 2.0
classmethod Diagonal(vector)

Create a diagonal (scaling) matrix using the values from the vector.

Parameters:

vector (Vector) – The vector of values for the diagonal.

Returns:

A diagonal matrix.

Return type:

Matrix

classmethod Identity(size)

Create an identity matrix.

Parameters:

size (int) – The size of the identity matrix to construct [2, 4].

Returns:

A new identity matrix.

Return type:

Matrix

classmethod LocRotScale(location, rotation, scale)

Create a matrix combining translation, rotation and scale, acting as the inverse of the decompose() method.

Any of the inputs may be replaced with None if not needed.

Parameters:
  • location (Vector | None) – The translation component.

  • rotation (Matrix | Quaternion | Euler | None) – The rotation component as a 3x3 matrix, quaternion, euler or None for no rotation.

  • scale (Vector | None) – The scale component.

Returns:

Combined transformation as a 4x4 matrix.

Return type:

Matrix

# Compute local object transformation matrix:
if obj.rotation_mode == 'QUATERNION':
    matrix = mathutils.Matrix.LocRotScale(obj.location, obj.rotation_quaternion, obj.scale)
else:
    matrix = mathutils.Matrix.LocRotScale(obj.location, obj.rotation_euler, obj.scale)
classmethod OrthoProjection(axis, size)

Create a matrix to represent an orthographic projection.

Parameters:
  • axis (str | Vector) – Can be any of the following: [‘X’, ‘Y’, ‘XY’, ‘XZ’, ‘YZ’], where a single axis is for a 2D matrix. Or a vector for an arbitrary axis

  • size (int) – The size of the projection matrix to construct [2, 4].

Returns:

A new projection matrix.

Return type:

Matrix

classmethod Rotation(angle, size, axis)

Create a matrix representing a rotation.

Parameters:
  • angle (float) – The angle of rotation desired, in radians.

  • size (int) – The size of the rotation matrix to construct [2, 4].

  • axis (str | Vector) – a string in [‘X’, ‘Y’, ‘Z’] or a 3D Vector Object (optional when size is 2).

Returns:

A new rotation matrix.

Return type:

Matrix

classmethod Scale(factor, size, axis)

Create a matrix representing a scaling.

Parameters:
  • factor (float) – The factor of scaling to apply.

  • size (int) – The size of the scale matrix to construct [2, 4].

  • axis (Vector) – Direction to influence scale. (optional).

Returns:

A new scale matrix.

Return type:

Matrix

classmethod Shear(plane, size, factor)

Create a matrix to represent an shear transformation.

Parameters:
  • plane (str) – Can be any of the following: [‘X’, ‘Y’, ‘XY’, ‘XZ’, ‘YZ’], where a single axis is for a 2D matrix only.

  • size (int) – The size of the shear matrix to construct [2, 4].

  • factor (float | Sequence[float]) – The factor of shear to apply. For a 2 size matrix use a single float. For a 3 or 4 size matrix pass a pair of floats corresponding with the plane axis.

Returns:

A new shear matrix.

Return type:

Matrix

classmethod Translation(vector)

Create a matrix representing a translation.

Parameters:

vector (Vector) – The translation vector.

Returns:

An identity matrix with a translation.

Return type:

Matrix

adjugate()

Set the matrix to its adjugate.

Raises:

ValueError – if the matrix cannot be adjugate.

See also

Adjugate matrix on Wikipedia.

adjugated()

Return an adjugated copy of the matrix.

Returns:

the adjugated matrix.

Return type:

Matrix

Raises:

ValueError – if the matrix cannot be adjugated

copy()

Returns a copy of this matrix.

Returns:

an instance of itself

Return type:

Matrix

decompose()

Return the translation, rotation, and scale components of this matrix.

Returns:

Tuple of translation, rotation, and scale.

Return type:

tuple[Vector, Quaternion, Vector]

determinant()

Return the determinant of a matrix.

Returns:

Return the determinant of a matrix.

Return type:

float

See also

Determinant on Wikipedia.

freeze()

Make this object immutable.

After this the object can be hashed, used in dictionaries & sets.

Returns:

An instance of this object.

identity()

Set the matrix to the identity matrix.

Note

An object with a location and rotation of zero, and a scale of one will have an identity matrix.

See also

Identity matrix on Wikipedia.

invert(fallback=None)

Set the matrix to its inverse.

Parameters:

fallback (Matrix) – Set the matrix to this value when the inverse cannot be calculated (instead of raising a ValueError exception).

See also

Inverse matrix on Wikipedia.

invert_safe()

Set the matrix to its inverse, will never error. If degenerated (e.g. zero scale on an axis), add some epsilon to its diagonal, to get an invertible one. If tweaked matrix is still degenerated, set to the identity matrix instead.

See also

Inverse Matrix on Wikipedia.

inverted(fallback=None)

Return an inverted copy of the matrix.

Parameters:

fallback (Any) – return this when the inverse can’t be calculated (instead of raising a ValueError).

Returns:

The inverted matrix or fallback when given.

Return type:

Matrix | Any

inverted_safe()

Return an inverted copy of the matrix, will never error. If degenerated (e.g. zero scale on an axis), add some epsilon to its diagonal, to get an invertible one. If tweaked matrix is still degenerated, return the identity matrix instead.

Returns:

the inverted matrix.

Return type:

Matrix

lerp(other, factor)

Returns the interpolation of two matrices. Uses polar decomposition, see “Matrix Animation and Polar Decomposition”, Shoemake and Duff, 1992.

Parameters:
  • other (Matrix) – value to interpolate with.

  • factor (float) – The interpolation value in [0.0, 1.0].

Returns:

The interpolated matrix.

Return type:

Matrix

normalize()

Normalize each of the matrix columns.

Note

for 4x4 matrices, the 4th column (translation) is left untouched.

normalized()

Return a column normalized matrix

Returns:

a column normalized matrix

Return type:

Matrix

Note

for 4x4 matrices, the 4th column (translation) is left untouched.

resize_4x4()

Resize the matrix to 4x4.

rotate(other)

Rotates the matrix by another mathutils value.

Parameters:

other (Euler | Quaternion | Matrix) – rotation component of mathutils value

Note

If any of the columns are not unit length this may not have desired results.

to_2x2()

Return a 2x2 copy of this matrix.

Returns:

a new matrix.

Return type:

Matrix

to_3x3()

Return a 3x3 copy of this matrix.

Returns:

a new matrix.

Return type:

Matrix

to_4x4()

Return a 4x4 copy of this matrix.

Returns:

a new matrix.

Return type:

Matrix

to_euler(order, euler_compat)

Return an Euler representation of the rotation matrix (3x3 or 4x4 matrix only).

Parameters:
  • order (str) – Optional rotation order argument in [‘XYZ’, ‘XZY’, ‘YXZ’, ‘YZX’, ‘ZXY’, ‘ZYX’].

  • euler_compat (Euler) – Optional euler argument the new euler will be made compatible with (no axis flipping between them). Useful for converting a series of matrices to animation curves.

Returns:

Euler representation of the matrix.

Return type:

Euler

to_quaternion()

Return a quaternion representation of the rotation matrix.

Returns:

Quaternion representation of the rotation matrix.

Return type:

Quaternion

to_scale()

Return the scale part of a 3x3 or 4x4 matrix.

Returns:

Return the scale of a matrix.

Return type:

Vector

Note

This method does not return a negative scale on any axis because it is not possible to obtain this data from the matrix alone.

to_translation()

Return the translation part of a 4 row matrix.

Returns:

Return the translation of a matrix.

Return type:

Vector

transpose()

Set the matrix to its transpose.

See also

Transpose on Wikipedia.

transposed()

Return a new, transposed matrix.

Returns:

a transposed matrix

Return type:

Matrix

zero()

Set all the matrix values to zero.

col

Access the matrix by columns, 3x3 and 4x4 only, (read-only).

Type:

Matrix Access

is_frozen

True when this object has been frozen (read-only).

Type:

bool

is_identity

True if this is an identity matrix (read-only).

Type:

bool

is_negative

True if this matrix results in a negative scale, 3x3 and 4x4 only, (read-only).

Type:

bool

is_orthogonal

True if this matrix is orthogonal, 3x3 and 4x4 only, (read-only).

Type:

bool

is_orthogonal_axis_vectors

True if this matrix has got orthogonal axis vectors, 3x3 and 4x4 only, (read-only).

Type:

bool

is_valid

True when the owner of this data is valid.

Type:

bool

is_wrapped

True when this object wraps external data (read-only).

Type:

bool

median_scale

The average scale applied to each axis (read-only).

Type:

float

owner

The item this is wrapping or None (read-only).

row

Access the matrix by rows (default), (read-only).

Type:

Matrix Access

translation

The translation component of the matrix.

Type:

Vector

class mathutils.Quaternion([seq[, angle]])

This object gives access to Quaternions in Blender.

Parameters:
  • seq (Vector) – size 3 or 4

  • angle (float) – rotation angle, in radians

The constructor takes arguments in various forms:

(), no args

Create an identity quaternion

(wxyz)

Create a quaternion from a (w, x, y, z) vector.

(exponential_map)

Create a quaternion from a 3d exponential map vector.

(axis, angle)

Create a quaternion representing a rotation of angle radians over axis.

See also

to_axis_angle()

import mathutils
import math

# a new rotation 90 degrees about the Y axis
quat_a = mathutils.Quaternion((0.7071068, 0.0, 0.7071068, 0.0))

# passing values to Quaternion's directly can be confusing so axis, angle
# is supported for initializing too
quat_b = mathutils.Quaternion((0.0, 1.0, 0.0), math.radians(90.0))

print("Check quaternions match", quat_a == quat_b)

# like matrices, quaternions can be multiplied to accumulate rotational values
quat_a = mathutils.Quaternion((0.0, 1.0, 0.0), math.radians(90.0))
quat_b = mathutils.Quaternion((0.0, 0.0, 1.0), math.radians(45.0))
quat_out = quat_a @ quat_b

# print the quat, euler degrees for mere mortals and (axis, angle)
print("Final Rotation:")
print(quat_out)
print("{:.2f}, {:.2f}, {:.2f}".format(*(math.degrees(a) for a in quat_out.to_euler())))
print("({:.2f}, {:.2f}, {:.2f}), {:.2f}".format(*quat_out.axis, math.degrees(quat_out.angle)))

# multiple rotations can be interpolated using the exponential map
quat_c = mathutils.Quaternion((1.0, 0.0, 0.0), math.radians(15.0))
exp_avg = (quat_a.to_exponential_map() +
           quat_b.to_exponential_map() +
           quat_c.to_exponential_map()) / 3.0
quat_avg = mathutils.Quaternion(exp_avg)
print("Average rotation:")
print(quat_avg)
conjugate()

Set the quaternion to its conjugate (negate x, y, z).

conjugated()

Return a new conjugated quaternion.

Returns:

a new quaternion.

Return type:

Quaternion

copy()

Returns a copy of this quaternion.

Returns:

A copy of the quaternion.

Return type:

Quaternion

Note

use this to get a copy of a wrapped quaternion with no reference to the original data.

cross(other)

Return the cross product of this quaternion and another.

Parameters:

other (Quaternion) – The other quaternion to perform the cross product with.

Returns:

The cross product.

Return type:

Quaternion

dot(other)

Return the dot product of this quaternion and another.

Parameters:

other (Quaternion) – The other quaternion to perform the dot product with.

Returns:

The dot product.

Return type:

float

freeze()

Make this object immutable.

After this the object can be hashed, used in dictionaries & sets.

Returns:

An instance of this object.

identity()

Set the quaternion to an identity quaternion.

invert()

Set the quaternion to its inverse.

inverted()

Return a new, inverted quaternion.

Returns:

the inverted value.

Return type:

Quaternion

make_compatible(other)

Make this quaternion compatible with another, so interpolating between them works as intended.

negate()

Set the quaternion to its negative.

normalize()

Normalize the quaternion.

normalized()

Return a new normalized quaternion.

Returns:

a normalized copy.

Return type:

Quaternion

rotate(other)

Rotates the quaternion by another mathutils value.

Parameters:

other (Euler | Quaternion | Matrix) – rotation component of mathutils value

rotation_difference(other)

Returns a quaternion representing the rotational difference.

Parameters:

other (Quaternion) – second quaternion.

Returns:

the rotational difference between the two quat rotations.

Return type:

Quaternion

slerp(other, factor)

Returns the interpolation of two quaternions.

Parameters:
  • other (Quaternion) – value to interpolate with.

  • factor (float) – The interpolation value in [0.0, 1.0].

Returns:

The interpolated rotation.

Return type:

Quaternion

to_axis_angle()

Return the axis, angle representation of the quaternion.

Returns:

Axis, angle.

Return type:

tuple[Vector, float]

to_euler(order, euler_compat)

Return Euler representation of the quaternion.

Parameters:
  • order (str) – Optional rotation order argument in [‘XYZ’, ‘XZY’, ‘YXZ’, ‘YZX’, ‘ZXY’, ‘ZYX’].

  • euler_compat (Euler) – Optional euler argument the new euler will be made compatible with (no axis flipping between them). Useful for converting a series of matrices to animation curves.

Returns:

Euler representation of the quaternion.

Return type:

Euler

to_exponential_map()

Return the exponential map representation of the quaternion.

This representation consist of the rotation axis multiplied by the rotation angle. Such a representation is useful for interpolation between multiple orientations.

Returns:

exponential map.

Return type:

Vector of size 3

To convert back to a quaternion, pass it to the Quaternion constructor.

to_matrix()

Return a matrix representation of the quaternion.

Returns:

A 3x3 rotation matrix representation of the quaternion.

Return type:

Matrix

to_swing_twist(axis)

Split the rotation into a swing quaternion with the specified axis fixed at zero, and the remaining twist rotation angle.

Parameters:

axis (str) – Twist axis as a string in [‘X’, ‘Y’, ‘Z’].

Returns:

Swing, twist angle.

Return type:

tuple[Quaternion, float]

angle

Angle of the quaternion.

Type:

float

axis

Quaternion axis as a vector.

Type:

Vector

is_frozen

True when this object has been frozen (read-only).

Type:

bool

is_valid

True when the owner of this data is valid.

Type:

bool

is_wrapped

True when this object wraps external data (read-only).

Type:

bool

magnitude

Size of the quaternion (read-only).

Type:

float

owner

The item this is wrapping or None (read-only).

w

Quaternion axis value.

Type:

float

x

Quaternion axis value.

Type:

float

y

Quaternion axis value.

Type:

float

z

Quaternion axis value.

Type:

float

class mathutils.Vector(seq)

This object gives access to Vectors in Blender.

Parameters:

seq (Sequence[float]) – Components of the vector, must be a sequence of at least two.

import mathutils

# zero length vector
vec = mathutils.Vector((0.0, 0.0, 1.0))

# unit length vector
vec_a = vec.normalized()

vec_b = mathutils.Vector((0.0, 1.0, 2.0))

vec2d = mathutils.Vector((1.0, 2.0))
vec3d = mathutils.Vector((1.0, 0.0, 0.0))
vec4d = vec_a.to_4d()

# other mathutuls types
quat = mathutils.Quaternion()
matrix = mathutils.Matrix()

# Comparison operators can be done on Vector classes:

# (In)equality operators == and != test component values, e.g. 1,2,3 != 3,2,1
vec_a == vec_b
vec_a != vec_b

# Ordering operators >, >=, > and <= test vector length.
vec_a > vec_b
vec_a >= vec_b
vec_a < vec_b
vec_a <= vec_b


# Math can be performed on Vector classes
vec_a + vec_b
vec_a - vec_b
vec_a @ vec_b
vec_a * 10.0
matrix @ vec_a
quat @ vec_a
-vec_a


# You can access a vector object like a sequence
x = vec_a[0]
len(vec)
vec_a[:] = vec_b
vec_a[:] = 1.0, 2.0, 3.0
vec2d[:] = vec3d[:2]


# Vectors support 'swizzle' operations
# See https://en.wikipedia.org/wiki/Swizzling_(computer_graphics)
vec.xyz = vec.zyx
vec.xy = vec4d.zw
vec.xyz = vec4d.wzz
vec4d.wxyz = vec.yxyx
classmethod Fill(size, fill=0.0)

Create a vector of length size with all values set to fill.

Parameters:
  • size (int) – The length of the vector to be created.

  • fill (float) – The value used to fill the vector.

classmethod Linspace(start, stop, size)

Create a vector of the specified size which is filled with linearly spaced values between start and stop values.

Parameters:
  • start (int) – The start of the range used to fill the vector.

  • stop (int) – The end of the range used to fill the vector.

  • size (int) – The size of the vector to be created.

classmethod Range(start, stop, step=1)

Create a filled with a range of values.

Parameters:
  • start (int) – The start of the range used to fill the vector.

  • stop (int) – The end of the range used to fill the vector.

  • step (int) – The step between successive values in the vector.

classmethod Repeat(vector, size)

Create a vector by repeating the values in vector until the required size is reached.

Parameters:
  • vector (mathutils.Vector) – The vector to draw values from.

  • size (int) – The size of the vector to be created.

angle(other, fallback=None)

Return the angle between two vectors.

Parameters:
  • other (Vector) – another vector to compare the angle with

  • fallback (Any) – return this when the angle can’t be calculated (zero length vector), (instead of raising a ValueError).

Returns:

angle in radians or fallback when given

Return type:

float | Any

angle_signed(other, fallback)

Return the signed angle between two 2D vectors (clockwise is positive).

Parameters:
  • other (Vector) – another vector to compare the angle with

  • fallback (Any) – return this when the angle can’t be calculated (zero length vector), (instead of raising a ValueError).

Returns:

angle in radians or fallback when given

Return type:

float | Any

copy()

Returns a copy of this vector.

Returns:

A copy of the vector.

Return type:

Vector

Note

use this to get a copy of a wrapped vector with no reference to the original data.

cross(other)

Return the cross product of this vector and another.

Parameters:

other (Vector) – The other vector to perform the cross product with.

Returns:

The cross product as a vector or a float when 2D vectors are used.

Return type:

Vector | float

Note

both vectors must be 2D or 3D

dot(other)

Return the dot product of this vector and another.

Parameters:

other (Vector) – The other vector to perform the dot product with.

Returns:

The dot product.

Return type:

float

freeze()

Make this object immutable.

After this the object can be hashed, used in dictionaries & sets.

Returns:

An instance of this object.

lerp(other, factor)

Returns the interpolation of two vectors.

Parameters:
  • other (Vector) – value to interpolate with.

  • factor (float) – The interpolation value in [0.0, 1.0].

Returns:

The interpolated vector.

Return type:

Vector

negate()

Set all values to their negative.

normalize()

Normalize the vector, making the length of the vector always 1.0.

Warning

Normalizing a vector where all values are zero has no effect.

Note

Normalize works for vectors of all sizes, however 4D Vectors w axis is left untouched.

normalized()

Return a new, normalized vector.

Returns:

a normalized copy of the vector

Return type:

Vector

orthogonal()

Return a perpendicular vector.

Returns:

a new vector 90 degrees from this vector.

Return type:

Vector

Note

the axis is undefined, only use when any orthogonal vector is acceptable.

project(other)

Return the projection of this vector onto the other.

Parameters:

other (Vector) – second vector.

Returns:

the parallel projection vector

Return type:

Vector

reflect(mirror)

Return the reflection vector from the mirror argument.

Parameters:

mirror (Vector) – This vector could be a normal from the reflecting surface.

Returns:

The reflected vector matching the size of this vector.

Return type:

Vector

resize(size=3)

Resize the vector to have size number of elements.

resize_2d()

Resize the vector to 2D (x, y).

resize_3d()

Resize the vector to 3D (x, y, z).

resize_4d()

Resize the vector to 4D (x, y, z, w).

resized(size=3)

Return a resized copy of the vector with size number of elements.

Returns:

a new vector

Return type:

Vector

rotate(other)

Rotate the vector by a rotation value.

Note

2D vectors are a special case that can only be rotated by a 2x2 matrix.

Parameters:

other (Euler | Quaternion | Matrix) – rotation component of mathutils value

rotation_difference(other)

Returns a quaternion representing the rotational difference between this vector and another.

Parameters:

other (Vector) – second vector.

Returns:

the rotational difference between the two vectors.

Return type:

Quaternion

Note

2D vectors raise an AttributeError.

slerp(other, factor, fallback=None)

Returns the interpolation of two non-zero vectors (spherical coordinates).

Parameters:
  • other (Vector) – value to interpolate with.

  • factor (float) – The interpolation value typically in [0.0, 1.0].

  • fallback (Any) – return this when the vector can’t be calculated (zero length vector or direct opposites), (instead of raising a ValueError).

Returns:

The interpolated vector.

Return type:

Vector

to_2d()

Return a 2d copy of the vector.

Returns:

a new vector

Return type:

Vector

to_3d()

Return a 3d copy of the vector.

Returns:

a new vector

Return type:

Vector

to_4d()

Return a 4d copy of the vector.

Returns:

a new vector

Return type:

Vector

to_track_quat(track, up)

Return a quaternion rotation from the vector and the track and up axis.

Parameters:
  • track (str) – Track axis in [‘X’, ‘Y’, ‘Z’, ‘-X’, ‘-Y’, ‘-Z’].

  • up (str) – Up axis in [‘X’, ‘Y’, ‘Z’].

Returns:

rotation from the vector and the track and up axis.

Return type:

Quaternion

to_tuple(precision=-1)

Return this vector as a tuple with.

Parameters:

precision (int) – The number to round the value to in [-1, 21].

Returns:

the values of the vector rounded by precision

Return type:

tuple[float]

zero()

Set all values to zero.

is_frozen

True when this object has been frozen (read-only).

Type:

bool

is_valid

True when the owner of this data is valid.

Type:

bool

is_wrapped

True when this object wraps external data (read-only).

Type:

bool

length

Vector Length.

Type:

float

length_squared

Vector length squared (v.dot(v)).

Type:

float

magnitude

Vector Length.

Type:

float

owner

The item this is wrapping or None (read-only).

w

Vector W axis (4D Vectors only).

Type:

float

ww
Type:

Vector

www
Type:

Vector

wwww
Type:

Vector

wwwx
Type:

Vector

wwwy
Type:

Vector

wwwz
Type:

Vector

wwx
Type:

Vector

wwxw
Type:

Vector

wwxx
Type:

Vector

wwxy
Type:

Vector

wwxz
Type:

Vector

wwy
Type:

Vector

wwyw
Type:

Vector

wwyx
Type:

Vector

wwyy
Type:

Vector

wwyz
Type:

Vector

wwz
Type:

Vector

wwzw
Type:

Vector

wwzx
Type:

Vector

wwzy
Type:

Vector

wwzz
Type:

Vector

wx
Type:

Vector

wxw
Type:

Vector

wxww
Type:

Vector

wxwx
Type:

Vector

wxwy
Type:

Vector

wxwz
Type:

Vector

wxx
Type:

Vector

wxxw
Type:

Vector

wxxx
Type:

Vector

wxxy
Type:

Vector

wxxz
Type:

Vector

wxy
Type:

Vector

wxyw
Type:

Vector

wxyx
Type:

Vector

wxyy
Type:

Vector

wxyz
Type:

Vector

wxz
Type:

Vector

wxzw
Type:

Vector

wxzx
Type:

Vector

wxzy
Type:

Vector

wxzz
Type:

Vector

wy
Type:

Vector

wyw
Type:

Vector

wyww
Type:

Vector

wywx
Type:

Vector

wywy
Type:

Vector

wywz
Type:

Vector

wyx
Type:

Vector

wyxw
Type:

Vector

wyxx
Type:

Vector

wyxy
Type:

Vector

wyxz
Type:

Vector

wyy
Type:

Vector

wyyw
Type:

Vector

wyyx
Type:

Vector

wyyy
Type:

Vector

wyyz
Type:

Vector

wyz
Type:

Vector

wyzw
Type:

Vector

wyzx
Type:

Vector

wyzy
Type:

Vector

wyzz
Type:

Vector

wz
Type:

Vector

wzw
Type:

Vector

wzww
Type:

Vector

wzwx
Type:

Vector

wzwy
Type:

Vector

wzwz
Type:

Vector

wzx
Type:

Vector

wzxw
Type:

Vector

wzxx
Type:

Vector

wzxy
Type:

Vector

wzxz
Type:

Vector

wzy
Type:

Vector

wzyw
Type:

Vector

wzyx
Type:

Vector

wzyy
Type:

Vector

wzyz
Type:

Vector

wzz
Type:

Vector

wzzw
Type:

Vector

wzzx
Type:

Vector

wzzy
Type:

Vector

wzzz
Type:

Vector

x

Vector X axis.

Type:

float

xw
Type:

Vector

xww
Type:

Vector

xwww
Type:

Vector

xwwx
Type:

Vector

xwwy
Type:

Vector

xwwz
Type:

Vector

xwx
Type:

Vector

xwxw
Type:

Vector

xwxx
Type:

Vector

xwxy
Type:

Vector

xwxz
Type:

Vector

xwy
Type:

Vector

xwyw
Type:

Vector

xwyx
Type:

Vector

xwyy
Type:

Vector

xwyz
Type:

Vector

xwz
Type:

Vector

xwzw
Type:

Vector

xwzx
Type:

Vector

xwzy
Type:

Vector

xwzz
Type:

Vector

xx
Type:

Vector

xxw
Type:

Vector

xxww
Type:

Vector

xxwx
Type:

Vector

xxwy
Type:

Vector

xxwz
Type:

Vector

xxx
Type:

Vector

xxxw
Type:

Vector

xxxx
Type:

Vector

xxxy
Type:

Vector

xxxz
Type:

Vector

xxy
Type:

Vector

xxyw
Type:

Vector

xxyx
Type:

Vector

xxyy
Type:

Vector

xxyz
Type:

Vector

xxz
Type:

Vector

xxzw
Type:

Vector

xxzx
Type:

Vector

xxzy
Type:

Vector

xxzz
Type:

Vector

xy
Type:

Vector

xyw
Type:

Vector

xyww
Type:

Vector

xywx
Type:

Vector

xywy
Type:

Vector

xywz
Type:

Vector

xyx
Type:

Vector

xyxw
Type:

Vector

xyxx
Type:

Vector

xyxy
Type:

Vector

xyxz
Type:

Vector

xyy
Type:

Vector

xyyw
Type:

Vector

xyyx
Type:

Vector

xyyy
Type:

Vector

xyyz
Type:

Vector

xyz
Type:

Vector

xyzw
Type:

Vector

xyzx
Type:

Vector

xyzy
Type:

Vector

xyzz
Type:

Vector

xz
Type:

Vector

xzw
Type:

Vector

xzww
Type:

Vector

xzwx
Type:

Vector

xzwy
Type:

Vector

xzwz
Type:

Vector

xzx
Type:

Vector

xzxw
Type:

Vector

xzxx
Type:

Vector

xzxy
Type:

Vector

xzxz
Type:

Vector

xzy
Type:

Vector

xzyw
Type:

Vector

xzyx
Type:

Vector

xzyy
Type:

Vector

xzyz
Type:

Vector

xzz
Type:

Vector

xzzw
Type:

Vector

xzzx
Type:

Vector

xzzy
Type:

Vector

xzzz
Type:

Vector

y

Vector Y axis.

Type:

float

yw
Type:

Vector

yww
Type:

Vector

ywww
Type:

Vector

ywwx
Type:

Vector

ywwy
Type:

Vector

ywwz
Type:

Vector

ywx
Type:

Vector

ywxw
Type:

Vector

ywxx
Type:

Vector

ywxy
Type:

Vector

ywxz
Type:

Vector

ywy
Type:

Vector

ywyw
Type:

Vector

ywyx
Type:

Vector

ywyy
Type:

Vector

ywyz
Type:

Vector

ywz
Type:

Vector

ywzw
Type:

Vector

ywzx
Type:

Vector

ywzy
Type:

Vector

ywzz
Type:

Vector

yx
Type:

Vector

yxw
Type:

Vector

yxww
Type:

Vector

yxwx
Type:

Vector

yxwy
Type:

Vector

yxwz
Type:

Vector

yxx
Type:

Vector

yxxw
Type:

Vector

yxxx
Type:

Vector

yxxy
Type:

Vector

yxxz
Type:

Vector

yxy
Type:

Vector

yxyw
Type:

Vector

yxyx
Type:

Vector

yxyy
Type:

Vector

yxyz
Type:

Vector

yxz
Type:

Vector

yxzw
Type:

Vector

yxzx
Type:

Vector

yxzy
Type:

Vector

yxzz
Type:

Vector

yy
Type:

Vector

yyw
Type:

Vector

yyww
Type:

Vector

yywx
Type:

Vector

yywy
Type:

Vector

yywz
Type:

Vector

yyx
Type:

Vector

yyxw
Type:

Vector

yyxx
Type:

Vector

yyxy
Type:

Vector

yyxz
Type:

Vector

yyy
Type:

Vector

yyyw
Type:

Vector

yyyx
Type:

Vector

yyyy
Type:

Vector

yyyz
Type:

Vector

yyz
Type:

Vector

yyzw
Type:

Vector

yyzx
Type:

Vector

yyzy
Type:

Vector

yyzz
Type:

Vector

yz
Type:

Vector

yzw
Type:

Vector

yzww
Type:

Vector

yzwx
Type:

Vector

yzwy
Type:

Vector

yzwz
Type:

Vector

yzx
Type:

Vector

yzxw
Type:

Vector

yzxx
Type:

Vector

yzxy
Type:

Vector

yzxz
Type:

Vector

yzy
Type:

Vector

yzyw
Type:

Vector

yzyx
Type:

Vector

yzyy
Type:

Vector

yzyz
Type:

Vector

yzz
Type:

Vector

yzzw
Type:

Vector

yzzx
Type:

Vector

yzzy
Type:

Vector

yzzz
Type:

Vector

z

Vector Z axis (3D Vectors only).

Type:

float

zw
Type:

Vector

zww
Type:

Vector

zwww
Type:

Vector

zwwx
Type:

Vector

zwwy
Type:

Vector

zwwz
Type:

Vector

zwx
Type:

Vector

zwxw
Type:

Vector

zwxx
Type:

Vector

zwxy
Type:

Vector

zwxz
Type:

Vector

zwy
Type:

Vector

zwyw
Type:

Vector

zwyx
Type:

Vector

zwyy
Type:

Vector

zwyz
Type:

Vector

zwz
Type:

Vector

zwzw
Type:

Vector

zwzx
Type:

Vector

zwzy
Type:

Vector

zwzz
Type:

Vector

zx
Type:

Vector

zxw
Type:

Vector

zxww
Type:

Vector

zxwx
Type:

Vector

zxwy
Type:

Vector

zxwz
Type:

Vector

zxx
Type:

Vector

zxxw
Type:

Vector

zxxx
Type:

Vector

zxxy
Type:

Vector

zxxz
Type:

Vector

zxy
Type:

Vector

zxyw
Type:

Vector

zxyx
Type:

Vector

zxyy
Type:

Vector

zxyz
Type:

Vector

zxz
Type:

Vector

zxzw
Type:

Vector

zxzx
Type:

Vector

zxzy
Type:

Vector

zxzz
Type:

Vector

zy
Type:

Vector

zyw
Type:

Vector

zyww
Type:

Vector

zywx
Type:

Vector

zywy
Type:

Vector

zywz
Type:

Vector

zyx
Type:

Vector

zyxw
Type:

Vector

zyxx
Type:

Vector

zyxy
Type:

Vector

zyxz
Type:

Vector

zyy
Type:

Vector

zyyw
Type:

Vector

zyyx
Type:

Vector

zyyy
Type:

Vector

zyyz
Type:

Vector

zyz
Type:

Vector

zyzw
Type:

Vector

zyzx
Type:

Vector

zyzy
Type:

Vector

zyzz
Type:

Vector

zz
Type:

Vector

zzw
Type:

Vector

zzww
Type:

Vector

zzwx
Type:

Vector

zzwy
Type:

Vector

zzwz
Type:

Vector

zzx
Type:

Vector

zzxw
Type:

Vector

zzxx
Type:

Vector

zzxy
Type:

Vector

zzxz
Type:

Vector

zzy
Type:

Vector

zzyw
Type:

Vector

zzyx
Type:

Vector

zzyy
Type:

Vector

zzyz
Type:

Vector

zzz
Type:

Vector

zzzw
Type:

Vector

zzzx
Type:

Vector

zzzy
Type:

Vector

zzzz
Type:

Vector