c4d.Vector¶
-
class
c4d.
Vector
¶ - Single precision vector mathematics.A vector class represents a point, a color, a direction, an HPB-angle or a simple coordinate in a 3D space using the Cartesian coordinates x, y and z. The values are stored in the members x, y and z.For example, positions are stored in the order (X position; Y position; Z position) and rotations in the order (H angle; P angle; B angle).Cinema 4D also uses vectors to store colors and their values of an RGB (Red, Green, Blue) color model.The vector class can also represent a direction, an arrow pointing from the origin of the coordinates, such as (0,0,0), to an endpoint3.
Note
Cinema 4D uses a left-handed coordinate system.
Warning
The
Vector
type does not support the function copy.copy(), please use theVector
copy constructor instead.>>> import c4d >>> import copy >>> # A vector and its Python object id. >>> vec = c4d.Vector(1) >>> id(vec), vec (1331515356992, Vector(1, 1, 1)) >>> # We are only creating a reference to the same object. >>> ref = vec >>> id(ref), ref (1331515356992, Vector(1, 1, 1)) >>> # Cinema's types usually do not work with Python's copy module. >>> copy.deepcopy(vec) ... TypeError: can't pickle c4d.Vector objects. >>> # But we can copy objects via copy constructors. >>> copy = c4d.Vector(vec) >>> id(copy), copy (1331515387904, Vector(1, 1, 1))
Attributes
Methods Signatures
Initializes a new
Vector . |
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Returns a string representation of the vector.
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Returns the hash code of the vector used for hash maps and comparisons. |
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Retrieves the value of the x, y or z component of the vector.
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Assigns a value to the x, y or z component of the vector.
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Not implemented. |
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Adds an operand to the vector. |
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Adds the vector to an operand. |
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Subtracts an operand from the vector. |
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Subtracts the vector from an operand. |
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Calculates the product of the vector and an left-side operand.
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Calculates the product of the vector and a right-side operand.
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Divides each vector component by a scalar. |
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Not implemented. |
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Calculates the cross product of the vector and an operand. |
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Calculates an alternative product operation of the vector and a left-side operand.
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Not implemented. |
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Returns a vector with the absolute (positive) value of each component. |
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Returns the inverse of the vector. |
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Returns the normalized vector. |
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Checks if two vectors are equal. |
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Check if two vectors are not equal. |
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Not implemented. |
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Not implemented. |
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Not implemented. |
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Not implemented. |
Returns the hash code of the vector used for hash maps and comparisons. |
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Tests component-wise if the difference is no bigger than ‘epsilon’. |
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Checks if each component is zero. |
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Sets all components to zero. |
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Calculates the average value of ‘x’, ‘y’ and ‘z’. |
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Calculates the sum of ‘x’, ‘y’ and ‘z’. |
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Set the minimum of each component. |
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Set the maximum of each component. |
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Returns a vector that is clamped to the range [0.0 .. 1.0]. |
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Calculates the length of the vector. |
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Calculates the squared length of the vector. |
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Returns the squared length of the vector. |
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Calculates the normalized vector, so that |
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Normalizes the vector, so that |
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Returns the minimum of ‘x’, ‘y’ and ‘z’. |
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Returns the maximum of ‘x’, ‘y’ and ‘z’. |
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Returns a vector where the components have been rotated to the right (in the usual (x, y, z)-representation). |
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Calculates the dot product of the vector and vector v2. |
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Returns the vector with absolute value for each entry |
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Calculates the minimum of each component. |
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Calculates the maximum of each component. |
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Set the minimum of each component. |
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Set the maximum of each component. |
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Calculates angle (in radians) between v1 and v2. |
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Calculates the cross product of the vector and vector v2. |
Static Methods Signatures
Retrieve the distance between two vectors. |
Methods Documentation
-
Vector.
__init__
(self, x=0.0, y=0.0, z=0.0)¶ - Initializes a new
Vector
.All arguments are optional so it is possible to create a new vector without any arguments. All components are simply 0.Otherwise x can be aVector
so all components of the passed vector will be copied to the new vector.If only a number is passed, all components will be set to this.>>> c4d.Vector() Vector(0,0,0) >>> c4d.Vector(100) Vector(100,100,100) >>> v = c4d.Vector(100, 100, 100) >>> c4d.Vector(v) Vector(100,100,100) >>> c4d.Vector(1, 2, 3) Vector(1,2,3)
- Parameters
x (Optional[Union[int, float, c4d.Vector]]) – If x is a number and is the only passed argument, set this to all components. If x is a vector, clone it. Otherwise set the X component.
y (Optional[Union[int, float]]) – Set the Y component.
z (Optional[Union[int, float]]) – Set the Z component.
-
Vector.
__str__
(self)¶ - Returns a string representation of the vector.Called if str() is invoked on a vector object. See object.__str__() for more information on Python’s data model.
>>> c4d.Vector(30, 40, 2) Vector(30.0, 40.0, 2.0)
- Return type
str
- Returns
The Vector as string.
-
Vector.
__hash__
(self)¶ Returns the hash code of the vector used for hash maps and comparisons.
New in version S26.
- Returns
The vector’s hash code.
- Return type
int
-
Vector.
__getitem__
(self, key)¶ - Retrieves the value of the x, y or z component of the vector.The component is identified by an index in the interval [0, 2].
New in version R14.014.
>>> v = c4d.Vector(1, 2, 3) >>> v[0] 1.0 >>> v[1] 2.0 >>> v[2] 3.0
- Parameters
key (int) – The component index.
- Raises
IndexError – When key does not satisfy 0 <= key < 2.
- Return type
float
- Returns
The vector component.
-
Vector.
__setitem__
(self, key, value)¶ - Assigns a value to the x, y or z component of the vector.The component is identified by an index in the interval [0, 2].
New in version R14.014.
>>> v = c4d.Vector(1, 2, 3) >>> v[0] = 0 >>> v Vector(0, 2, 3)
- Parameters
key (int) – The component index.
value (Union[float, int]) – The new vector component.
- Raises
IndexError – When key does not satisfy 0 <= key < 2.
-
Vector.
__del__
(self)¶ Not implemented.
Note
The
Vector
does not support item deletion, e.g., by calling del(v[0]).- Raise
TypeError.
-
Vector.
__add__
(self, other)¶ Adds an operand to the vector.
>>> c4d.Vector(1, 2, 3) + 1 Vector(2,3,4) >>> c4d.Vector(1, 2, 3) + c4d.Vector(2, 3, 4) Vector(3,5,7)
- Parameters
other (Union[c4d.Vector, int, float]) – The other operand.
- Return type
- Returns
The resulting vector.
-
Vector.
__radd__
(self, other)¶ Adds the vector to an operand.
>>> 1 + c4d.Vector(1, 2, 3) Vector(2,3,4) >>> c4d.Vector(1, 2, 3) + c4d.Vector(2, 3, 4) Vector(3,5,7)
- Parameters
other (Union[c4d.Vector, int, float]) – The other operand.
- Return type
- Returns
The resulting vector.
-
Vector.
__sub__
(self, other)¶ Subtracts an operand from the vector.
>>> c4d.Vector(1, 2, 3) - 1 Vector(0,1,2) c4d.Vector(1, 2, 3) - c4d.Vector(2, 3, 4) Vector(-1,-1,-1)
- Parameters
other (Union[c4d.Vector, int, float]) – The other operand.
- Return type
- Returns
The resulting vector.
-
Vector.
__rsub__
(self, other)¶ Subtracts the vector from an operand.
>>> 1 - c4d.Vector(1, 2, 3) Vector(0,-1,-2) >>> c4d.Vector(1, 2, 3) - c4d.Vector(2, 3, 4) Vector(-1,-1,-1)
- Parameters
other (Union[c4d.Vector, int, float]) – The other operand.
- Return type
- Returns
The resulting vector.
-
Vector.
__mul__
(self, other)¶ - Calculates the product of the vector and an left-side operand.If other is a float, it multiplies each vector component by the scalar.If other is a vector, calculates the dot product of the vectors.If other is a matrix, the vector is transformed by it, including translations.
See also
Vector.__xor__()
is the operator implementation for alternative product operations.>>> u = c4d.Vector(1, 0, 0) >>> v = c4d.Vector(2, 0, 0) >>> # A transform rotating by 90° ccw and translating by 100 units on v3 (i.e., the >>> # z-axis, the basis vector k). >>> M = c4d.Matrix(v1=c4d.Vector( 0, 1, 0), v2=c4d.Vector(-1, 0, 0), v3=c4d.Vector( 0, 0, 1), off=c4d.Vector(0, 0, 100)) >>> # Calculates the dot product of u and v. >>> u * v 2.0 >>> # Scales u by the factor of 5. >>> u * 5. Vector(5, 0, 0) >>> # Transforms u by M, including translations. >>> u * M Vector(0, 1, 100)
- Parameters
other (Union[int, float, c4d.Vector, c4d.Matrix]) – The other operand.
- Return type
Union[c4d.Vector, float]
- Returns
A float, if other is of type
Vector
. | A vector, if other is of type float orMatrix
.
-
Vector.
__rmul__
(self, other)¶ - Calculates the product of the vector and a right-side operand.If other is a float, it multiplies each vector component by the scalar.If other is a matrix, the vector is transformed by it, including translations.
>>> u = c4d.Vector(1, 0, 0) >>> v = c4d.Vector(2, 0, 0) >>> # A transform rotating by 90° ccw and translating by 100 units on v3 (i.e., the >>> # z-axis, the basis vector k). >>> M = c4d.Matrix(v1=c4d.Vector( 0, 1, 0), v2=c4d.Vector(-1, 0, 0), v3=c4d.Vector( 0, 0, 1), off=c4d.Vector(0, 0, 100)) >>> # Calculates the dot product of u and v. >>> u * v 2.0 >>> # Scales u by the factor of 5. >>> 5. * u Vector(5, 0, 0) >>> # Transforms u by M, including translations. >>> M * u Vector(0, 1, 100)
- Parameters
other (Union[int, float, c4d.Vector, c4d.Matrix]) – The other operand.
- Return type
Union[c4d.Vector, float]
- Returns
A float, if other is of type
Vector
. | A vector, if other is of type float orMatrix
.
-
Vector.
__div__
(self, other)¶ Divides each vector component by a scalar.
>>> c4d.Vector(1, 2, 3) / 5 Vector(0.2, 0.4, 0.6)
- Parameters
other (Union[int, float]) – The other operand.
- Return type
- Returns
The resulting vector.
-
Vector.
__rdiv__
(self, other)¶ Not implemented.
- Raise
TypeError.
-
Vector.
__mod__
(self, other)¶ Calculates the cross product of the vector and an operand.
>>> c4d.Vector(1, 0, 0) % c4d.Vector(0, 1, 0) Vector(0, 0, 1)
- Parameters
other (c4d.Vector) – The other operand.
- Return type
- Returns
The resulting vector.
-
Vector.
__xor__
(self, other)¶ - Calculates an alternative product operation of the vector and a left-side operand.If other is a vector, calculates the component-wise product of the vectors.If other is a matrix, the vector is transformed by it, excluding translations.
See also
Vector.__mul__()
is the operator implementation for the primary product operations.>>> u = c4d.Vector(1, 0, 0) >>> v = c4d.Vector(2, 0, 0) >>> # A transform rotating by 90° ccw and translating by 100 units on v3 (i.e., the >>> # z-axis, the basis vector k). >>> M = c4d.Matrix(v1=c4d.Vector( 0, 1, 0), v2=c4d.Vector(-1, 0, 0), v3=c4d.Vector( 0, 0, 1), off=c4d.Vector(0, 0, 100)) >>> # Computes the component-wise product of u and v. >>> u ^ v Vector(2, 0, 0) >>> # Transforms u by M, excluding translations. >>> u ^ M Vector(0, 1, 0)
- Parameters
other (Union[c4d.Vector, c4d.Matrix]) – The other operand.
- Return type
Union[c4d.Vector, float]
- Returns
A float, if other is of type
Vector
. | A vector, if other is of type float orMatrix
.
-
Vector.
__rxor__
(self, other)¶ Not implemented.
- Raise
TypeError.
-
Vector.
__abs__
(self)¶ Returns a vector with the absolute (positive) value of each component.
>>> abs(c4d.Vector(-1, -2, -3)) Vector(1,2,3)
- Return type
- Returns
The absolute vector.
-
Vector.
__neg__
(self)¶ Returns the inverse of the vector.
>>> -c4d.Vector(1, 2, 3) Vector(-1,-2,-3)
- Return type
- Returns
The inverse vector.
-
Vector.
__invert__
(self)¶ Returns the normalized vector.
>>> ~c4d.Vector(1, 2, 3) Vector(0.267,0.535,0.802)
- Return type
- Returns
The normalized vector.
-
Vector.
__eq__
(self, other)¶ Checks if two vectors are equal.
- Parameters
other (c4d.Vector) – The other vector.
- Return type
bool
- Returns
True if both vectors are equal.
-
Vector.
__ne__
(self, other)¶ Check if two vectors are not equal.
- Parameters
other (c4d.Vector) – The other vector.
- Return type
bool
- Returns
True if both vectors are not equal.
-
Vector.
__ge__
(self, other)¶ Not implemented.
- Raise
TypeError.
-
Vector.
__gt__
(self, other)¶ Not implemented.
- Raise
TypeError.
-
Vector.
__le__
(self, other)¶ Not implemented.
- Raise
TypeError.
-
Vector.
__lt__
(self, other)¶ Not implemented.
- Raise
TypeError.
-
Vector.
GetHashCode
(self)¶ Returns the hash code of the vector used for hash maps and comparisons.
New in version S26.
- Returns
The vector’s hash code.
- Return type
int
-
Vector.
IsEqual
(self, other, epsilon)¶ Tests component-wise if the difference is no bigger than ‘epsilon’.
New in version S26.
- Parameters
other (c4d.Vector) – The other vector to test.
epsilon (float) – The threshold value.
- Returns
True if other is in the range of epsilon, False otherwise.
- Return type
bool
-
Vector.
IsZero
(self, epsilon=1e-10)¶ Checks if each component is zero.
New in version S26.
- Parameters
epsilon (float) – The threshold value.
- Returns
False if one or more component are bigger than epsilon, otherwise True.
- Return type
bool
-
Vector.
SetZero
(self)¶ Sets all components to zero.
New in version S26.
-
Vector.
GetAverage
(self)¶ Calculates the average value of ‘x’, ‘y’ and ‘z’.
New in version S26.
- Returns
The average value of ‘x’, ‘y’ and ‘z’.
- Return type
float
-
Vector.
GetSum
(self)¶ Calculates the sum of ‘x’, ‘y’ and ‘z’.
New in version S26.
- Returns
The sum value of ‘x’, ‘y’ and ‘z’.
- Return type
float
-
Vector.
ClampMin
(self, other)¶ Set the minimum of each component.
New in version S26.
- Parameters
other (c4d.Vector) – The minimum value of ‘x’, ‘y’ and ‘z’.
-
Vector.
ClampMax
(self, other)¶ Set the maximum of each component.
New in version S26.
- Parameters
other (c4d.Vector) – The maximum value of ‘x’, ‘y’ and ‘z’.
-
Vector.
Clamp01
(self)¶ Returns a vector that is clamped to the range [0.0 .. 1.0].
New in version S26.
- Returns
The clamped vector.
- Return type
-
Vector.
GetLength
(self)¶ Calculates the length of the vector.
- Return type
float
- Returns
The length.
-
Vector.
GetLengthSquared
(self)¶ Calculates the squared length of the vector.
Deprecated since version S26.000: Use
Vector.GetSquaredLength()
instead.- Return type
float
- Returns
The squared length.
-
Vector.
GetSquaredLength
(self)¶ Returns the squared length of the vector.
New in version S26.
- Returns
The squared length of the vector.
- Return type
float
-
Vector.
GetNormalized
(self)¶ Calculates the normalized vector, so that
GetLength()
returns 1.0.- Return type
- Returns
The normalized vector.
-
Vector.
Normalize
(self)¶ Normalizes the vector, so that
GetLength()
returns 1.0.
-
Vector.
GetMin
(self)¶ Returns the minimum of ‘x’, ‘y’ and ‘z’.
New in version S26.
- Returns
A new vector with the minimum of ‘x’, ‘y’ and ‘z’.
- Return type
-
Vector.
GetMax
(self)¶ Returns the maximum of ‘x’, ‘y’ and ‘z’.
New in version S26.
- Returns
A new vector with the maximum of ‘x’, ‘y’ and ‘z’.
- Return type
-
Vector.
GetRightRotated
(self, rots)¶ Returns a vector where the components have been rotated to the right (in the usual (x, y, z)-representation). E.g., with a value of 1 for rots, the result will be (z, x, y).
New in version S26.
- Parameters
rots (int) – Number of rotations, may be negative. The result depends only on the number modulo 3.
- Returns
A new rotated vector.
- Return type
-
Vector.
Dot
(self, v2)¶ Calculates the dot product of the vector and vector v2.
- Parameters
v2 (c4d.Vector) – The second vector.
- Return type
float
- Returns
The dot product.
-
Vector.
Abs
(self)¶ Returns the vector with absolute value for each entry
New in version S26.
- Returns
A new absolute vector.
- Return type
-
Vector.
Min
(self, other)¶ Calculates the minimum of each component.
New in version S26.
- Parameters
other (c4d.Vector) – The other vector.
- Returns
The vector containing the minimum of each component.
- Return type
-
Vector.
Max
(self, other)¶ Calculates the maximum of each component.
New in version S26.
- Parameters
other (c4d.Vector) – The other vector.
- Returns
The vector containing the maximum of each component.
- Return type
-
Vector.
SetMin
(self, other)¶ Set the minimum of each component.
New in version S26.
- Parameters
other (c4d.Vector) – The other vector.
-
Vector.
SetMax
(self, other)¶ Set the maximum of each component.
New in version S26.
- Parameters
other (c4d.Vector) – The other vector.
-
Vector.
GetAngle
(self, other)¶ Calculates angle (in radians) between v1 and v2.
New in version S26.
- Parameters
other (c4d.Vector) – The other vector.
- Returns
The angle.
- Return type
float
-
Vector.
Cross
(self, v2)¶ Calculates the cross product of the vector and vector v2.
- Parameters
v2 (c4d.Vector) – The other vector.
- Return type
- Returns
The result.
Static Methods Documentation
-
static
c4d.Vector.
GetDistance
(v1, v2)¶ Retrieve the distance between two vectors.
- Parameters
v1 (c4d.Vector) – The first vector.
v2 (c4d.Vector) – The second vector.
- Returns
the distance from v1 to v2.
- Return type
float