@esengine/ecs-framework-math 1.0.5 → 2.9.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +21 -0
- package/bin/Animation/Easing.d.ts +244 -0
- package/bin/Animation/Easing.d.ts.map +1 -0
- package/bin/Animation/Easing.js +407 -0
- package/bin/Animation/Easing.js.map +1 -0
- package/bin/Animation/Interpolation.d.ts +172 -0
- package/bin/Animation/Interpolation.d.ts.map +1 -0
- package/bin/Animation/Interpolation.js +327 -0
- package/bin/Animation/Interpolation.js.map +1 -0
- package/bin/Animation/index.d.ts +8 -0
- package/bin/Animation/index.d.ts.map +1 -0
- package/bin/Animation/index.js +8 -0
- package/bin/Animation/index.js.map +1 -0
- package/bin/Circle.d.ts +277 -0
- package/bin/Circle.d.ts.map +1 -0
- package/bin/Circle.js +496 -0
- package/bin/Circle.js.map +1 -0
- package/bin/Collision/CollisionDetector.d.ts +114 -0
- package/bin/Collision/CollisionDetector.d.ts.map +1 -0
- package/bin/Collision/CollisionDetector.js +353 -0
- package/bin/Collision/CollisionDetector.js.map +1 -0
- package/bin/Collision/index.d.ts +7 -0
- package/bin/Collision/index.d.ts.map +1 -0
- package/bin/Collision/index.js +7 -0
- package/bin/Collision/index.js.map +1 -0
- package/bin/Color.d.ts +277 -0
- package/bin/Color.d.ts.map +1 -0
- package/bin/Color.js +470 -0
- package/bin/Color.js.map +1 -0
- package/bin/Fixed32.d.ts +266 -0
- package/bin/Fixed32.d.ts.map +1 -0
- package/bin/Fixed32.js +381 -0
- package/bin/Fixed32.js.map +1 -0
- package/bin/FixedMath.d.ts +109 -0
- package/bin/FixedMath.d.ts.map +1 -0
- package/bin/FixedMath.js +264 -0
- package/bin/FixedMath.js.map +1 -0
- package/bin/FixedVector2.d.ts +293 -0
- package/bin/FixedVector2.d.ts.map +1 -0
- package/bin/FixedVector2.js +413 -0
- package/bin/FixedVector2.js.map +1 -0
- package/bin/MathUtils.d.ts +312 -0
- package/bin/MathUtils.d.ts.map +1 -0
- package/bin/MathUtils.js +500 -0
- package/bin/MathUtils.js.map +1 -0
- package/bin/Matrix3.d.ts +288 -0
- package/bin/Matrix3.d.ts.map +1 -0
- package/bin/Matrix3.js +542 -0
- package/bin/Matrix3.js.map +1 -0
- package/bin/Rectangle.d.ts +266 -0
- package/bin/Rectangle.d.ts.map +1 -0
- package/bin/Rectangle.js +437 -0
- package/bin/Rectangle.js.map +1 -0
- package/bin/Vector2.d.ts +333 -0
- package/bin/Vector2.d.ts.map +1 -0
- package/bin/Vector2.js +484 -0
- package/bin/Vector2.js.map +1 -0
- package/bin/Vector3.d.ts +257 -0
- package/bin/Vector3.d.ts.map +1 -0
- package/bin/Vector3.js +372 -0
- package/bin/Vector3.js.map +1 -0
- package/bin/index.d.ts +25 -0
- package/bin/index.d.ts.map +1 -0
- package/bin/index.js +32 -0
- package/bin/index.js.map +1 -0
- package/bin/nodes/ColorNodes.d.ts +70 -0
- package/bin/nodes/ColorNodes.d.ts.map +1 -0
- package/bin/nodes/ColorNodes.js +427 -0
- package/bin/nodes/ColorNodes.js.map +1 -0
- package/bin/nodes/FixedNodes.d.ts +98 -0
- package/bin/nodes/FixedNodes.d.ts.map +1 -0
- package/bin/nodes/FixedNodes.js +612 -0
- package/bin/nodes/FixedNodes.js.map +1 -0
- package/bin/nodes/FixedVectorNodes.d.ts +58 -0
- package/bin/nodes/FixedVectorNodes.d.ts.map +1 -0
- package/bin/nodes/FixedVectorNodes.js +330 -0
- package/bin/nodes/FixedVectorNodes.js.map +1 -0
- package/bin/nodes/VectorNodes.d.ts +62 -0
- package/bin/nodes/VectorNodes.d.ts.map +1 -0
- package/bin/nodes/VectorNodes.js +355 -0
- package/bin/nodes/VectorNodes.js.map +1 -0
- package/bin/nodes/index.d.ts +20 -0
- package/bin/nodes/index.d.ts.map +1 -0
- package/bin/nodes/index.js +27 -0
- package/bin/nodes/index.js.map +1 -0
- package/package.json +45 -26
- package/index.cjs +0 -2
- package/index.cjs.map +0 -1
- package/index.d.ts +0 -1968
- package/index.mjs +0 -2
- package/index.mjs.map +0 -1
- package/index.umd.js +0 -2
- package/index.umd.js.map +0 -1
package/index.cjs.map
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{"version":3,"file":"index.cjs","sources":["../bin/Vector2.js","../bin/Matrix3.js","../bin/Rectangle.js","../bin/Circle.js","../bin/MathUtils.js","../bin/Animation/Easing.js","../bin/Animation/Interpolation.js","../bin/Collision/CollisionDetector.js"],"sourcesContent":["/**\n * 2D向量类\n *\n * 提供完整的2D向量运算功能,包括:\n * - 基础运算(加减乘除)\n * - 向量运算(点积、叉积、归一化)\n * - 几何运算(距离、角度、投影)\n * - 变换操作(旋转、反射、插值)\n */\nexport class Vector2 {\n /**\n * 创建2D向量\n * @param x X分量,默认为0\n * @param y Y分量,默认为0\n */\n constructor(x = 0, y = 0) {\n this.x = x;\n this.y = y;\n }\n // 基础属性\n /**\n * 获取向量长度(模)\n */\n get length() {\n return Math.sqrt(this.x * this.x + this.y * this.y);\n }\n /**\n * 获取向量长度的平方\n */\n get lengthSquared() {\n return this.x * this.x + this.y * this.y;\n }\n /**\n * 获取向量角度(弧度)\n */\n get angle() {\n return Math.atan2(this.y, this.x);\n }\n /**\n * 检查是否为零向量\n */\n get isZero() {\n return this.x === 0 && this.y === 0;\n }\n /**\n * 检查是否为单位向量\n */\n get isUnit() {\n const lenSq = this.lengthSquared;\n return Math.abs(lenSq - 1) < Number.EPSILON;\n }\n // 基础运算\n /**\n * 设置向量分量\n * @param x X分量\n * @param y Y分量\n * @returns 当前向量实例(链式调用)\n */\n set(x, y) {\n this.x = x;\n this.y = y;\n return this;\n }\n /**\n * 复制另一个向量的值\n * @param other 源向量\n * @returns 当前向量实例(链式调用)\n */\n copy(other) {\n this.x = other.x;\n this.y = other.y;\n return this;\n }\n /**\n * 克隆当前向量\n * @returns 新的向量实例\n */\n clone() {\n return new Vector2(this.x, this.y);\n }\n /**\n * 向量加法\n * @param other 另一个向量\n * @returns 当前向量实例(链式调用)\n */\n add(other) {\n this.x += other.x;\n this.y += other.y;\n return this;\n }\n /**\n * 向量减法\n * @param other 另一个向量\n * @returns 当前向量实例(链式调用)\n */\n subtract(other) {\n this.x -= other.x;\n this.y -= other.y;\n return this;\n }\n /**\n * 向量数乘\n * @param scalar 标量\n * @returns 当前向量实例(链式调用)\n */\n multiply(scalar) {\n this.x *= scalar;\n this.y *= scalar;\n return this;\n }\n /**\n * 向量数除\n * @param scalar 标量\n * @returns 当前向量实例(链式调用)\n */\n divide(scalar) {\n if (scalar === 0) {\n throw new Error('不能除以零');\n }\n this.x /= scalar;\n this.y /= scalar;\n return this;\n }\n /**\n * 向量取反\n * @returns 当前向量实例(链式调用)\n */\n negate() {\n this.x = -this.x;\n this.y = -this.y;\n return this;\n }\n // 向量运算\n /**\n * 计算与另一个向量的点积\n * @param other 另一个向量\n * @returns 点积值\n */\n dot(other) {\n return this.x * other.x + this.y * other.y;\n }\n /**\n * 计算与另一个向量的叉积(2D中返回标量)\n * @param other 另一个向量\n * @returns 叉积值\n */\n cross(other) {\n return this.x * other.y - this.y * other.x;\n }\n /**\n * 向量归一化(转换为单位向量)\n * @returns 当前向量实例(链式调用)\n */\n normalize() {\n const len = this.length;\n if (len === 0) {\n return this;\n }\n return this.divide(len);\n }\n /**\n * 获取归一化后的向量(不修改原向量)\n * @returns 新的单位向量\n */\n normalized() {\n return this.clone().normalize();\n }\n // 几何运算\n /**\n * 计算到另一个向量的距离\n * @param other 另一个向量\n * @returns 距离值\n */\n distanceTo(other) {\n const dx = this.x - other.x;\n const dy = this.y - other.y;\n return Math.sqrt(dx * dx + dy * dy);\n }\n /**\n * 计算到另一个向量的距离平方\n * @param other 另一个向量\n * @returns 距离平方值\n */\n distanceToSquared(other) {\n const dx = this.x - other.x;\n const dy = this.y - other.y;\n return dx * dx + dy * dy;\n }\n /**\n * 计算与另一个向量的夹角(弧度)\n * @param other 另一个向量\n * @returns 夹角(0到π)\n */\n angleTo(other) {\n const dot = this.dot(other);\n const lenProduct = this.length * other.length;\n if (lenProduct === 0)\n return 0;\n return Math.acos(Math.max(-1, Math.min(1, dot / lenProduct)));\n }\n /**\n * 计算向量在另一个向量上的投影\n * @param onto 投影目标向量\n * @returns 新的投影向量\n */\n projectOnto(onto) {\n const dot = this.dot(onto);\n const lenSq = onto.lengthSquared;\n if (lenSq === 0)\n return new Vector2();\n return onto.clone().multiply(dot / lenSq);\n }\n /**\n * 计算向量在另一个向量上的投影长度\n * @param onto 投影目标向量\n * @returns 投影长度(带符号)\n */\n projectOntoLength(onto) {\n const len = onto.length;\n if (len === 0)\n return 0;\n return this.dot(onto) / len;\n }\n /**\n * 获取垂直向量(逆时针旋转90度)\n * @returns 新的垂直向量\n */\n perpendicular() {\n return new Vector2(-this.y, this.x);\n }\n // 变换操作\n /**\n * 向量旋转\n * @param angle 旋转角度(弧度)\n * @returns 当前向量实例(链式调用)\n */\n rotate(angle) {\n const cos = Math.cos(angle);\n const sin = Math.sin(angle);\n const x = this.x * cos - this.y * sin;\n const y = this.x * sin + this.y * cos;\n this.x = x;\n this.y = y;\n return this;\n }\n /**\n * 获取旋转后的向量(不修改原向量)\n * @param angle 旋转角度(弧度)\n * @returns 新的旋转后向量\n */\n rotated(angle) {\n return this.clone().rotate(angle);\n }\n /**\n * 围绕一个点旋转\n * @param center 旋转中心点\n * @param angle 旋转角度(弧度)\n * @returns 当前向量实例(链式调用)\n */\n rotateAround(center, angle) {\n return this.subtract(center).rotate(angle).add(center);\n }\n /**\n * 反射向量(关于法线)\n * @param normal 法线向量(应为单位向量)\n * @returns 当前向量实例(链式调用)\n */\n reflect(normal) {\n const dot = this.dot(normal);\n this.x -= 2 * dot * normal.x;\n this.y -= 2 * dot * normal.y;\n return this;\n }\n /**\n * 获取反射后的向量(不修改原向量)\n * @param normal 法线向量(应为单位向量)\n * @returns 新的反射向量\n */\n reflected(normal) {\n return this.clone().reflect(normal);\n }\n // 插值和限制\n /**\n * 线性插值\n * @param target 目标向量\n * @param t 插值参数(0到1)\n * @returns 当前向量实例(链式调用)\n */\n lerp(target, t) {\n this.x += (target.x - this.x) * t;\n this.y += (target.y - this.y) * t;\n return this;\n }\n /**\n * 限制向量长度\n * @param maxLength 最大长度\n * @returns 当前向量实例(链式调用)\n */\n clampLength(maxLength) {\n const lenSq = this.lengthSquared;\n if (lenSq > maxLength * maxLength) {\n return this.normalize().multiply(maxLength);\n }\n return this;\n }\n /**\n * 限制向量分量\n * @param min 最小值向量\n * @param max 最大值向量\n * @returns 当前向量实例(链式调用)\n */\n clamp(min, max) {\n this.x = Math.max(min.x, Math.min(max.x, this.x));\n this.y = Math.max(min.y, Math.min(max.y, this.y));\n return this;\n }\n // 比较操作\n /**\n * 检查两个向量是否相等\n * @param other 另一个向量\n * @param epsilon 容差,默认为Number.EPSILON\n * @returns 是否相等\n */\n equals(other, epsilon = Number.EPSILON) {\n return Math.abs(this.x - other.x) < epsilon &&\n Math.abs(this.y - other.y) < epsilon;\n }\n /**\n * 检查两个向量是否完全相等\n * @param other 另一个向量\n * @returns 是否完全相等\n */\n exactEquals(other) {\n return this.x === other.x && this.y === other.y;\n }\n // 静态方法\n /**\n * 向量加法(静态方法)\n * @param a 向量a\n * @param b 向量b\n * @returns 新的结果向量\n */\n static add(a, b) {\n return new Vector2(a.x + b.x, a.y + b.y);\n }\n /**\n * 向量减法(静态方法)\n * @param a 向量a\n * @param b 向量b\n * @returns 新的结果向量\n */\n static subtract(a, b) {\n return new Vector2(a.x - b.x, a.y - b.y);\n }\n /**\n * 向量数乘(静态方法)\n * @param vector 向量\n * @param scalar 标量\n * @returns 新的结果向量\n */\n static multiply(vector, scalar) {\n return new Vector2(vector.x * scalar, vector.y * scalar);\n }\n /**\n * 向量点积(静态方法)\n * @param a 向量a\n * @param b 向量b\n * @returns 点积值\n */\n static dot(a, b) {\n return a.x * b.x + a.y * b.y;\n }\n /**\n * 向量叉积(静态方法)\n * @param a 向量a\n * @param b 向量b\n * @returns 叉积值\n */\n static cross(a, b) {\n return a.x * b.y - a.y * b.x;\n }\n /**\n * 计算两点间距离(静态方法)\n * @param a 点a\n * @param b 点b\n * @returns 距离值\n */\n static distance(a, b) {\n const dx = a.x - b.x;\n const dy = a.y - b.y;\n return Math.sqrt(dx * dx + dy * dy);\n }\n /**\n * 线性插值(静态方法)\n * @param a 起始向量\n * @param b 目标向量\n * @param t 插值参数(0到1)\n * @returns 新的插值结果向量\n */\n static lerp(a, b, t) {\n return new Vector2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t);\n }\n /**\n * 从角度创建单位向量(静态方法)\n * @param angle 角度(弧度)\n * @returns 新的单位向量\n */\n static fromAngle(angle) {\n return new Vector2(Math.cos(angle), Math.sin(angle));\n }\n /**\n * 从极坐标创建向量(静态方法)\n * @param length 长度\n * @param angle 角度(弧度)\n * @returns 新的向量\n */\n static fromPolar(length, angle) {\n return new Vector2(length * Math.cos(angle), length * Math.sin(angle));\n }\n /**\n * 获取两个向量中的最小分量向量(静态方法)\n * @param a 向量a\n * @param b 向量b\n * @returns 新的最小分量向量\n */\n static min(a, b) {\n return new Vector2(Math.min(a.x, b.x), Math.min(a.y, b.y));\n }\n /**\n * 获取两个向量中的最大分量向量(静态方法)\n * @param a 向量a\n * @param b 向量b\n * @returns 新的最大分量向量\n */\n static max(a, b) {\n return new Vector2(Math.max(a.x, b.x), Math.max(a.y, b.y));\n }\n // 字符串转换\n /**\n * 转换为字符串\n * @returns 字符串表示\n */\n toString() {\n return `Vector2(${this.x.toFixed(3)}, ${this.y.toFixed(3)})`;\n }\n /**\n * 转换为数组\n * @returns [x, y] 数组\n */\n toArray() {\n return [this.x, this.y];\n }\n /**\n * 转换为普通对象\n * @returns {x, y} 对象\n */\n toObject() {\n return { x: this.x, y: this.y };\n }\n}\n// 静态常量\n/** 零向量 (0, 0) */\nVector2.ZERO = new Vector2(0, 0);\n/** 单位向量 (1, 1) */\nVector2.ONE = new Vector2(1, 1);\n/** 右方向向量 (1, 0) */\nVector2.RIGHT = new Vector2(1, 0);\n/** 左方向向量 (-1, 0) */\nVector2.LEFT = new Vector2(-1, 0);\n/** 上方向向量 (0, 1) */\nVector2.UP = new Vector2(0, 1);\n/** 下方向向量 (0, -1) */\nVector2.DOWN = new Vector2(0, -1);\n//# sourceMappingURL=Vector2.js.map","import { Vector2 } from './Vector2';\n/**\n * 3x3变换矩阵类\n *\n * 用于2D变换(平移、旋转、缩放)的3x3矩阵\n * 矩阵布局:\n * [m00, m01, m02] [scaleX * cos, -scaleY * sin, translateX]\n * [m10, m11, m12] = [scaleX * sin, scaleY * cos, translateY]\n * [m20, m21, m22] [0, 0, 1]\n */\nexport class Matrix3 {\n /**\n * 创建3x3矩阵\n * @param elements 矩阵元素数组(可选),默认为单位矩阵\n */\n constructor(elements) {\n this.elements = new Float32Array(9);\n if (elements) {\n this.elements.set(elements);\n }\n else {\n this.identity();\n }\n }\n // 元素访问器\n /** 获取矩阵元素 */\n get(row, col) {\n return this.elements[row * 3 + col];\n }\n /** 设置矩阵元素 */\n set(row, col, value) {\n this.elements[row * 3 + col] = value;\n return this;\n }\n // 快速访问器\n get m00() { return this.elements[0]; }\n set m00(value) { this.elements[0] = value; }\n get m01() { return this.elements[1]; }\n set m01(value) { this.elements[1] = value; }\n get m02() { return this.elements[2]; }\n set m02(value) { this.elements[2] = value; }\n get m10() { return this.elements[3]; }\n set m10(value) { this.elements[3] = value; }\n get m11() { return this.elements[4]; }\n set m11(value) { this.elements[4] = value; }\n get m12() { return this.elements[5]; }\n set m12(value) { this.elements[5] = value; }\n get m20() { return this.elements[6]; }\n set m20(value) { this.elements[6] = value; }\n get m21() { return this.elements[7]; }\n set m21(value) { this.elements[7] = value; }\n get m22() { return this.elements[8]; }\n set m22(value) { this.elements[8] = value; }\n // 基础操作\n /**\n * 设置矩阵为单位矩阵\n * @returns 当前矩阵实例(链式调用)\n */\n identity() {\n this.elements.set([\n 1, 0, 0,\n 0, 1, 0,\n 0, 0, 1\n ]);\n return this;\n }\n /**\n * 设置矩阵为零矩阵\n * @returns 当前矩阵实例(链式调用)\n */\n zero() {\n this.elements.fill(0);\n return this;\n }\n /**\n * 复制另一个矩阵的值\n * @param other 源矩阵\n * @returns 当前矩阵实例(链式调用)\n */\n copy(other) {\n this.elements.set(other.elements);\n return this;\n }\n /**\n * 克隆当前矩阵\n * @returns 新的矩阵实例\n */\n clone() {\n return new Matrix3(this.elements);\n }\n /**\n * 从数组设置矩阵元素\n * @param elements 矩阵元素数组\n * @returns 当前矩阵实例(链式调用)\n */\n fromArray(elements) {\n this.elements.set(elements);\n return this;\n }\n // 矩阵运算\n /**\n * 矩阵加法\n * @param other 另一个矩阵\n * @returns 当前矩阵实例(链式调用)\n */\n add(other) {\n for (let i = 0; i < 9; i++) {\n this.elements[i] += other.elements[i];\n }\n return this;\n }\n /**\n * 矩阵减法\n * @param other 另一个矩阵\n * @returns 当前矩阵实例(链式调用)\n */\n subtract(other) {\n for (let i = 0; i < 9; i++) {\n this.elements[i] -= other.elements[i];\n }\n return this;\n }\n /**\n * 矩阵标量乘法\n * @param scalar 标量\n * @returns 当前矩阵实例(链式调用)\n */\n multiplyScalar(scalar) {\n for (let i = 0; i < 9; i++) {\n this.elements[i] *= scalar;\n }\n return this;\n }\n /**\n * 矩阵乘法\n * @param other 另一个矩阵\n * @returns 当前矩阵实例(链式调用)\n */\n multiply(other) {\n const a = this.elements;\n const b = other.elements;\n const result = new Float32Array(9);\n result[0] = a[0] * b[0] + a[1] * b[3] + a[2] * b[6];\n result[1] = a[0] * b[1] + a[1] * b[4] + a[2] * b[7];\n result[2] = a[0] * b[2] + a[1] * b[5] + a[2] * b[8];\n result[3] = a[3] * b[0] + a[4] * b[3] + a[5] * b[6];\n result[4] = a[3] * b[1] + a[4] * b[4] + a[5] * b[7];\n result[5] = a[3] * b[2] + a[4] * b[5] + a[5] * b[8];\n result[6] = a[6] * b[0] + a[7] * b[3] + a[8] * b[6];\n result[7] = a[6] * b[1] + a[7] * b[4] + a[8] * b[7];\n result[8] = a[6] * b[2] + a[7] * b[5] + a[8] * b[8];\n this.elements.set(result);\n return this;\n }\n /**\n * 左乘另一个矩阵(other * this)\n * @param other 左乘矩阵\n * @returns 当前矩阵实例(链式调用)\n */\n premultiply(other) {\n const a = other.elements;\n const b = this.elements;\n const result = new Float32Array(9);\n result[0] = a[0] * b[0] + a[1] * b[3] + a[2] * b[6];\n result[1] = a[0] * b[1] + a[1] * b[4] + a[2] * b[7];\n result[2] = a[0] * b[2] + a[1] * b[5] + a[2] * b[8];\n result[3] = a[3] * b[0] + a[4] * b[3] + a[5] * b[6];\n result[4] = a[3] * b[1] + a[4] * b[4] + a[5] * b[7];\n result[5] = a[3] * b[2] + a[4] * b[5] + a[5] * b[8];\n result[6] = a[6] * b[0] + a[7] * b[3] + a[8] * b[6];\n result[7] = a[6] * b[1] + a[7] * b[4] + a[8] * b[7];\n result[8] = a[6] * b[2] + a[7] * b[5] + a[8] * b[8];\n this.elements.set(result);\n return this;\n }\n // 变换操作\n /**\n * 设置为平移矩阵\n * @param x X方向平移\n * @param y Y方向平移\n * @returns 当前矩阵实例(链式调用)\n */\n makeTranslation(x, y) {\n this.elements.set([\n 1, 0, x,\n 0, 1, y,\n 0, 0, 1\n ]);\n return this;\n }\n /**\n * 设置为旋转矩阵\n * @param angle 旋转角度(弧度)\n * @returns 当前矩阵实例(链式调用)\n */\n makeRotation(angle) {\n const cos = Math.cos(angle);\n const sin = Math.sin(angle);\n this.elements.set([\n cos, -sin, 0,\n sin, cos, 0,\n 0, 0, 1\n ]);\n return this;\n }\n /**\n * 设置为缩放矩阵\n * @param scaleX X方向缩放\n * @param scaleY Y方向缩放\n * @returns 当前矩阵实例(链式调用)\n */\n makeScale(scaleX, scaleY) {\n this.elements.set([\n scaleX, 0, 0,\n 0, scaleY, 0,\n 0, 0, 1\n ]);\n return this;\n }\n /**\n * 复合平移\n * @param x X方向平移\n * @param y Y方向平移\n * @returns 当前矩阵实例(链式调用)\n */\n translate(x, y) {\n this.m02 += this.m00 * x + this.m01 * y;\n this.m12 += this.m10 * x + this.m11 * y;\n return this;\n }\n /**\n * 复合旋转\n * @param angle 旋转角度(弧度)\n * @returns 当前矩阵实例(链式调用)\n */\n rotate(angle) {\n const cos = Math.cos(angle);\n const sin = Math.sin(angle);\n const m00 = this.m00 * cos + this.m01 * sin;\n const m01 = this.m00 * -sin + this.m01 * cos;\n const m10 = this.m10 * cos + this.m11 * sin;\n const m11 = this.m10 * -sin + this.m11 * cos;\n this.m00 = m00;\n this.m01 = m01;\n this.m10 = m10;\n this.m11 = m11;\n return this;\n }\n /**\n * 复合缩放\n * @param scaleX X方向缩放\n * @param scaleY Y方向缩放\n * @returns 当前矩阵实例(链式调用)\n */\n scale(scaleX, scaleY) {\n this.m00 *= scaleX;\n this.m01 *= scaleY;\n this.m10 *= scaleX;\n this.m11 *= scaleY;\n return this;\n }\n // 矩阵变换\n /**\n * 矩阵转置\n * @returns 当前矩阵实例(链式调用)\n */\n transpose() {\n const elements = this.elements;\n let tmp;\n tmp = elements[1];\n elements[1] = elements[3];\n elements[3] = tmp;\n tmp = elements[2];\n elements[2] = elements[6];\n elements[6] = tmp;\n tmp = elements[5];\n elements[5] = elements[7];\n elements[7] = tmp;\n return this;\n }\n /**\n * 计算矩阵行列式\n * @returns 行列式值\n */\n determinant() {\n const e = this.elements;\n return e[0] * (e[4] * e[8] - e[5] * e[7]) -\n e[1] * (e[3] * e[8] - e[5] * e[6]) +\n e[2] * (e[3] * e[7] - e[4] * e[6]);\n }\n /**\n * 矩阵求逆\n * @returns 当前矩阵实例(链式调用),如果矩阵不可逆则保持不变\n */\n invert() {\n const e = this.elements;\n const det = this.determinant();\n if (Math.abs(det) < Number.EPSILON) {\n console.warn('Matrix3: 矩阵不可逆');\n return this;\n }\n const invDet = 1 / det;\n const result = new Float32Array(9);\n result[0] = (e[4] * e[8] - e[5] * e[7]) * invDet;\n result[1] = (e[2] * e[7] - e[1] * e[8]) * invDet;\n result[2] = (e[1] * e[5] - e[2] * e[4]) * invDet;\n result[3] = (e[5] * e[6] - e[3] * e[8]) * invDet;\n result[4] = (e[0] * e[8] - e[2] * e[6]) * invDet;\n result[5] = (e[2] * e[3] - e[0] * e[5]) * invDet;\n result[6] = (e[3] * e[7] - e[4] * e[6]) * invDet;\n result[7] = (e[1] * e[6] - e[0] * e[7]) * invDet;\n result[8] = (e[0] * e[4] - e[1] * e[3]) * invDet;\n this.elements.set(result);\n return this;\n }\n // 向量变换\n /**\n * 变换向量(应用完整的3x3变换)\n * @param vector 向量\n * @returns 新的变换后的向量\n */\n transformVector(vector) {\n const x = vector.x;\n const y = vector.y;\n const w = this.m20 * x + this.m21 * y + this.m22;\n return new Vector2((this.m00 * x + this.m01 * y + this.m02) / w, (this.m10 * x + this.m11 * y + this.m12) / w);\n }\n /**\n * 变换向量(仅应用旋转和缩放,忽略平移)\n * @param vector 向量\n * @returns 新的变换后的向量\n */\n transformDirection(vector) {\n return new Vector2(this.m00 * vector.x + this.m01 * vector.y, this.m10 * vector.x + this.m11 * vector.y);\n }\n /**\n * 批量变换向量数组\n * @param vectors 向量数组\n * @returns 变换后的向量数组\n */\n transformVectors(vectors) {\n return vectors.map(v => this.transformVector(v));\n }\n // 属性提取\n /**\n * 获取平移分量\n * @returns 平移向量\n */\n getTranslation() {\n return new Vector2(this.m02, this.m12);\n }\n /**\n * 获取旋转角度\n * @returns 旋转角度(弧度)\n */\n getRotation() {\n return Math.atan2(this.m10, this.m00);\n }\n /**\n * 获取缩放分量\n * @returns 缩放向量\n */\n getScale() {\n const scaleX = Math.sqrt(this.m00 * this.m00 + this.m10 * this.m10);\n const scaleY = Math.sqrt(this.m01 * this.m01 + this.m11 * this.m11);\n // 检查是否有反转\n const det = this.determinant();\n if (det < 0) {\n return new Vector2(-scaleX, scaleY);\n }\n return new Vector2(scaleX, scaleY);\n }\n /**\n * 分解变换矩阵为平移、旋转、缩放分量\n * @returns {translation, rotation, scale}\n */\n decompose() {\n return {\n translation: this.getTranslation(),\n rotation: this.getRotation(),\n scale: this.getScale()\n };\n }\n // 比较操作\n /**\n * 检查两个矩阵是否相等\n * @param other 另一个矩阵\n * @param epsilon 容差,默认为Number.EPSILON\n * @returns 是否相等\n */\n equals(other, epsilon = Number.EPSILON) {\n for (let i = 0; i < 9; i++) {\n if (Math.abs(this.elements[i] - other.elements[i]) >= epsilon) {\n return false;\n }\n }\n return true;\n }\n /**\n * 检查两个矩阵是否完全相等\n * @param other 另一个矩阵\n * @returns 是否完全相等\n */\n exactEquals(other) {\n for (let i = 0; i < 9; i++) {\n if (this.elements[i] !== other.elements[i]) {\n return false;\n }\n }\n return true;\n }\n /**\n * 检查是否为单位矩阵\n * @param epsilon 容差,默认为Number.EPSILON\n * @returns 是否为单位矩阵\n */\n isIdentity(epsilon = Number.EPSILON) {\n return this.equals(Matrix3.IDENTITY, epsilon);\n }\n // 静态方法\n /**\n * 矩阵乘法(静态方法)\n * @param a 矩阵a\n * @param b 矩阵b\n * @returns 新的结果矩阵\n */\n static multiply(a, b) {\n return a.clone().multiply(b);\n }\n /**\n * 创建平移矩阵(静态方法)\n * @param x X方向平移\n * @param y Y方向平移\n * @returns 新的平移矩阵\n */\n static translation(x, y) {\n return new Matrix3().makeTranslation(x, y);\n }\n /**\n * 创建旋转矩阵(静态方法)\n * @param angle 旋转角度(弧度)\n * @returns 新的旋转矩阵\n */\n static rotation(angle) {\n return new Matrix3().makeRotation(angle);\n }\n /**\n * 创建缩放矩阵(静态方法)\n * @param scaleX X方向缩放\n * @param scaleY Y方向缩放\n * @returns 新的缩放矩阵\n */\n static scale(scaleX, scaleY) {\n return new Matrix3().makeScale(scaleX, scaleY);\n }\n /**\n * 创建TRS(平移-旋转-缩放)变换矩阵\n * @param translation 平移向量\n * @param rotation 旋转角度(弧度)\n * @param scale 缩放向量\n * @returns 新的TRS矩阵\n */\n static TRS(translation, rotation, scale) {\n const cos = Math.cos(rotation);\n const sin = Math.sin(rotation);\n return new Matrix3([\n scale.x * cos, -scale.y * sin, translation.x,\n scale.x * sin, scale.y * cos, translation.y,\n 0, 0, 1\n ]);\n }\n // 字符串转换\n /**\n * 转换为字符串\n * @returns 字符串表示\n */\n toString() {\n const e = this.elements;\n return `Matrix3(\\n` +\n ` ${e[0].toFixed(3)}, ${e[1].toFixed(3)}, ${e[2].toFixed(3)}\\n` +\n ` ${e[3].toFixed(3)}, ${e[4].toFixed(3)}, ${e[5].toFixed(3)}\\n` +\n ` ${e[6].toFixed(3)}, ${e[7].toFixed(3)}, ${e[8].toFixed(3)}\\n` +\n `)`;\n }\n /**\n * 转换为数组\n * @returns 矩阵元素数组\n */\n toArray() {\n return Array.from(this.elements);\n }\n /**\n * 转换为CSS transform字符串\n * @returns CSS transform字符串\n */\n toCSSTransform() {\n const e = this.elements;\n return `matrix(${e[0]}, ${e[3]}, ${e[1]}, ${e[4]}, ${e[2]}, ${e[5]})`;\n }\n}\n// 静态常量\n/** 单位矩阵 */\nMatrix3.IDENTITY = new Matrix3([\n 1, 0, 0,\n 0, 1, 0,\n 0, 0, 1\n]);\n/** 零矩阵 */\nMatrix3.ZERO = new Matrix3([\n 0, 0, 0,\n 0, 0, 0,\n 0, 0, 0\n]);\n//# sourceMappingURL=Matrix3.js.map","import { Vector2 } from './Vector2';\n/**\n * 2D矩形类\n *\n * 表示一个轴对齐的矩形,提供矩形相关的几何运算功能:\n * - 矩形创建和属性获取\n * - 包含检测(点、矩形)\n * - 相交检测和计算\n * - 变换和操作\n */\nexport class Rectangle {\n /**\n * 创建矩形\n * @param x 左上角X坐标,默认为0\n * @param y 左上角Y坐标,默认为0\n * @param width 宽度,默认为0\n * @param height 高度,默认为0\n */\n constructor(x = 0, y = 0, width = 0, height = 0) {\n this.x = x;\n this.y = y;\n this.width = width;\n this.height = height;\n }\n // 属性获取\n /** 获取左边界 */\n get left() {\n return this.x;\n }\n /** 获取右边界 */\n get right() {\n return this.x + this.width;\n }\n /** 获取上边界 */\n get top() {\n return this.y;\n }\n /** 获取下边界 */\n get bottom() {\n return this.y + this.height;\n }\n /** 获取中心X坐标 */\n get centerX() {\n return this.x + this.width * 0.5;\n }\n /** 获取中心Y坐标 */\n get centerY() {\n return this.y + this.height * 0.5;\n }\n /** 获取中心点 */\n get center() {\n return new Vector2(this.centerX, this.centerY);\n }\n /** 获取左上角点 */\n get topLeft() {\n return new Vector2(this.x, this.y);\n }\n /** 获取右上角点 */\n get topRight() {\n return new Vector2(this.right, this.y);\n }\n /** 获取左下角点 */\n get bottomLeft() {\n return new Vector2(this.x, this.bottom);\n }\n /** 获取右下角点 */\n get bottomRight() {\n return new Vector2(this.right, this.bottom);\n }\n /** 获取面积 */\n get area() {\n return this.width * this.height;\n }\n /** 获取周长 */\n get perimeter() {\n return 2 * (this.width + this.height);\n }\n /** 检查是否为空矩形 */\n get isEmpty() {\n return this.width <= 0 || this.height <= 0;\n }\n /** 检查是否为正方形 */\n get isSquare() {\n return this.width === this.height && this.width > 0;\n }\n // 基础操作\n /**\n * 设置矩形属性\n * @param x 左上角X坐标\n * @param y 左上角Y坐标\n * @param width 宽度\n * @param height 高度\n * @returns 当前矩形实例(链式调用)\n */\n set(x, y, width, height) {\n this.x = x;\n this.y = y;\n this.width = width;\n this.height = height;\n return this;\n }\n /**\n * 复制另一个矩形的值\n * @param other 源矩形\n * @returns 当前矩形实例(链式调用)\n */\n copy(other) {\n this.x = other.x;\n this.y = other.y;\n this.width = other.width;\n this.height = other.height;\n return this;\n }\n /**\n * 克隆当前矩形\n * @returns 新的矩形实例\n */\n clone() {\n return new Rectangle(this.x, this.y, this.width, this.height);\n }\n /**\n * 设置矩形位置\n * @param x 新的X坐标\n * @param y 新的Y坐标\n * @returns 当前矩形实例(链式调用)\n */\n setPosition(x, y) {\n this.x = x;\n this.y = y;\n return this;\n }\n /**\n * 设置矩形大小\n * @param width 新的宽度\n * @param height 新的高度\n * @returns 当前矩形实例(链式调用)\n */\n setSize(width, height) {\n this.width = width;\n this.height = height;\n return this;\n }\n /**\n * 设置矩形中心点\n * @param centerX 中心X坐标\n * @param centerY 中心Y坐标\n * @returns 当前矩形实例(链式调用)\n */\n setCenter(centerX, centerY) {\n this.x = centerX - this.width * 0.5;\n this.y = centerY - this.height * 0.5;\n return this;\n }\n // 变换操作\n /**\n * 平移矩形\n * @param dx X方向偏移\n * @param dy Y方向偏移\n * @returns 当前矩形实例(链式调用)\n */\n translate(dx, dy) {\n this.x += dx;\n this.y += dy;\n return this;\n }\n /**\n * 缩放矩形(从中心缩放)\n * @param scaleX X方向缩放因子\n * @param scaleY Y方向缩放因子,默认等于scaleX\n * @returns 当前矩形实例(链式调用)\n */\n scale(scaleX, scaleY = scaleX) {\n const centerX = this.centerX;\n const centerY = this.centerY;\n this.width *= scaleX;\n this.height *= scaleY;\n return this.setCenter(centerX, centerY);\n }\n /**\n * 扩展矩形\n * @param amount 扩展量(正值扩大,负值缩小)\n * @returns 当前矩形实例(链式调用)\n */\n inflate(amount) {\n this.x -= amount;\n this.y -= amount;\n this.width += amount * 2;\n this.height += amount * 2;\n return this;\n }\n /**\n * 扩展矩形(分别指定水平和垂直方向)\n * @param horizontal 水平方向扩展量\n * @param vertical 垂直方向扩展量\n * @returns 当前矩形实例(链式调用)\n */\n inflateXY(horizontal, vertical) {\n this.x -= horizontal;\n this.y -= vertical;\n this.width += horizontal * 2;\n this.height += vertical * 2;\n return this;\n }\n // 包含检测\n /**\n * 检查是否包含指定点\n * @param point 点\n * @returns 是否包含\n */\n containsPoint(point) {\n return point.x >= this.x && point.x <= this.right &&\n point.y >= this.y && point.y <= this.bottom;\n }\n /**\n * 检查是否包含指定坐标\n * @param x X坐标\n * @param y Y坐标\n * @returns 是否包含\n */\n contains(x, y) {\n return x >= this.x && x <= this.right &&\n y >= this.y && y <= this.bottom;\n }\n /**\n * 检查是否完全包含另一个矩形\n * @param other 另一个矩形\n * @returns 是否完全包含\n */\n containsRect(other) {\n return this.x <= other.x && this.y <= other.y &&\n this.right >= other.right && this.bottom >= other.bottom;\n }\n // 相交检测\n /**\n * 检查是否与另一个矩形相交\n * @param other 另一个矩形\n * @returns 是否相交\n */\n intersects(other) {\n return this.x < other.right && this.right > other.x &&\n this.y < other.bottom && this.bottom > other.y;\n }\n /**\n * 计算与另一个矩形的相交矩形\n * @param other 另一个矩形\n * @returns 相交矩形,如果不相交返回空矩形\n */\n intersection(other) {\n if (!this.intersects(other)) {\n return Rectangle.EMPTY.clone();\n }\n const x = Math.max(this.x, other.x);\n const y = Math.max(this.y, other.y);\n const right = Math.min(this.right, other.right);\n const bottom = Math.min(this.bottom, other.bottom);\n return new Rectangle(x, y, right - x, bottom - y);\n }\n /**\n * 计算与另一个矩形的并集矩形\n * @param other 另一个矩形\n * @returns 并集矩形\n */\n union(other) {\n const x = Math.min(this.x, other.x);\n const y = Math.min(this.y, other.y);\n const right = Math.max(this.right, other.right);\n const bottom = Math.max(this.bottom, other.bottom);\n return new Rectangle(x, y, right - x, bottom - y);\n }\n /**\n * 计算相交面积\n * @param other 另一个矩形\n * @returns 相交面积\n */\n intersectionArea(other) {\n const intersection = this.intersection(other);\n return intersection.isEmpty ? 0 : intersection.area;\n }\n // 距离计算\n /**\n * 计算点到矩形的最短距离\n * @param point 点\n * @returns 最短距离\n */\n distanceToPoint(point) {\n const dx = Math.max(0, Math.max(this.x - point.x, point.x - this.right));\n const dy = Math.max(0, Math.max(this.y - point.y, point.y - this.bottom));\n return Math.sqrt(dx * dx + dy * dy);\n }\n /**\n * 计算两个矩形间的最短距离\n * @param other 另一个矩形\n * @returns 最短距离(相交时为0)\n */\n distanceToRect(other) {\n if (this.intersects(other)) {\n return 0;\n }\n const dx = Math.max(0, Math.max(this.x - other.right, other.x - this.right));\n const dy = Math.max(0, Math.max(this.y - other.bottom, other.y - this.bottom));\n return Math.sqrt(dx * dx + dy * dy);\n }\n /**\n * 获取矩形上距离指定点最近的点\n * @param point 指定点\n * @returns 最近点\n */\n closestPointTo(point) {\n return new Vector2(Math.max(this.x, Math.min(this.right, point.x)), Math.max(this.y, Math.min(this.bottom, point.y)));\n }\n // 比较操作\n /**\n * 检查两个矩形是否相等\n * @param other 另一个矩形\n * @param epsilon 容差,默认为Number.EPSILON\n * @returns 是否相等\n */\n equals(other, epsilon = Number.EPSILON) {\n return Math.abs(this.x - other.x) < epsilon &&\n Math.abs(this.y - other.y) < epsilon &&\n Math.abs(this.width - other.width) < epsilon &&\n Math.abs(this.height - other.height) < epsilon;\n }\n /**\n * 检查两个矩形是否完全相等\n * @param other 另一个矩形\n * @returns 是否完全相等\n */\n exactEquals(other) {\n return this.x === other.x && this.y === other.y &&\n this.width === other.width && this.height === other.height;\n }\n // 静态方法\n /**\n * 从中心点和大小创建矩形\n * @param centerX 中心X坐标\n * @param centerY 中心Y坐标\n * @param width 宽度\n * @param height 高度\n * @returns 新的矩形实例\n */\n static fromCenter(centerX, centerY, width, height) {\n return new Rectangle(centerX - width * 0.5, centerY - height * 0.5, width, height);\n }\n /**\n * 从两个点创建矩形\n * @param point1 第一个点\n * @param point2 第二个点\n * @returns 新的矩形实例\n */\n static fromPoints(point1, point2) {\n const x = Math.min(point1.x, point2.x);\n const y = Math.min(point1.y, point2.y);\n const width = Math.abs(point2.x - point1.x);\n const height = Math.abs(point2.y - point1.y);\n return new Rectangle(x, y, width, height);\n }\n /**\n * 从点数组创建包围矩形\n * @param points 点数组\n * @returns 包围矩形\n */\n static fromPointArray(points) {\n if (points.length === 0) {\n return Rectangle.EMPTY.clone();\n }\n let minX = points[0].x;\n let minY = points[0].y;\n let maxX = points[0].x;\n let maxY = points[0].y;\n for (let i = 1; i < points.length; i++) {\n minX = Math.min(minX, points[i].x);\n minY = Math.min(minY, points[i].y);\n maxX = Math.max(maxX, points[i].x);\n maxY = Math.max(maxY, points[i].y);\n }\n return new Rectangle(minX, minY, maxX - minX, maxY - minY);\n }\n /**\n * 创建正方形\n * @param x 左上角X坐标\n * @param y 左上角Y坐标\n * @param size 边长\n * @returns 新的正方形矩形\n */\n static square(x, y, size) {\n return new Rectangle(x, y, size, size);\n }\n /**\n * 线性插值两个矩形\n * @param a 起始矩形\n * @param b 目标矩形\n * @param t 插值参数(0到1)\n * @returns 新的插值结果矩形\n */\n static lerp(a, b, t) {\n return new Rectangle(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.width + (b.width - a.width) * t, a.height + (b.height - a.height) * t);\n }\n // 字符串转换\n /**\n * 转换为字符串\n * @returns 字符串表示\n */\n toString() {\n return `Rectangle(${this.x.toFixed(2)}, ${this.y.toFixed(2)}, ${this.width.toFixed(2)}, ${this.height.toFixed(2)})`;\n }\n /**\n * 转换为数组\n * @returns [x, y, width, height] 数组\n */\n toArray() {\n return [this.x, this.y, this.width, this.height];\n }\n /**\n * 转换为普通对象\n * @returns {x, y, width, height} 对象\n */\n toObject() {\n return { x: this.x, y: this.y, width: this.width, height: this.height };\n }\n /**\n * 获取四个顶点\n * @returns 顶点数组 [topLeft, topRight, bottomRight, bottomLeft]\n */\n getVertices() {\n return [\n this.topLeft,\n this.topRight,\n this.bottomRight,\n this.bottomLeft\n ];\n }\n}\n// 静态常量\n/** 空矩形 */\nRectangle.EMPTY = new Rectangle(0, 0, 0, 0);\n//# sourceMappingURL=Rectangle.js.map","import { Vector2 } from './Vector2';\nimport { Rectangle } from './Rectangle';\n/**\n * 2D圆形类\n *\n * 表示一个圆形,提供圆形相关的几何运算功能:\n * - 圆形创建和属性获取\n * - 包含检测(点、圆形)\n * - 相交检测和计算\n * - 变换和操作\n */\nexport class Circle {\n /**\n * 创建圆形\n * @param x 圆心X坐标,默认为0\n * @param y 圆心Y坐标,默认为0\n * @param radius 半径,默认为0\n */\n constructor(x = 0, y = 0, radius = 0) {\n this.x = x;\n this.y = y;\n this.radius = radius;\n }\n // 属性获取\n /** 获取圆心坐标 */\n get center() {\n return new Vector2(this.x, this.y);\n }\n /** 设置圆心坐标 */\n set center(value) {\n this.x = value.x;\n this.y = value.y;\n }\n /** 获取直径 */\n get diameter() {\n return this.radius * 2;\n }\n /** 设置直径 */\n set diameter(value) {\n this.radius = value * 0.5;\n }\n /** 获取面积 */\n get area() {\n return Math.PI * this.radius * this.radius;\n }\n /** 获取周长 */\n get circumference() {\n return 2 * Math.PI * this.radius;\n }\n /** 获取包围矩形 */\n get bounds() {\n return new Rectangle(this.x - this.radius, this.y - this.radius, this.diameter, this.diameter);\n }\n /** 检查是否为空圆形 */\n get isEmpty() {\n return this.radius <= 0;\n }\n // 基础操作\n /**\n * 设置圆形属性\n * @param x 圆心X坐标\n * @param y 圆心Y坐标\n * @param radius 半径\n * @returns 当前圆形实例(链式调用)\n */\n set(x, y, radius) {\n this.x = x;\n this.y = y;\n this.radius = radius;\n return this;\n }\n /**\n * 复制另一个圆形的值\n * @param other 源圆形\n * @returns 当前圆形实例(链式调用)\n */\n copy(other) {\n this.x = other.x;\n this.y = other.y;\n this.radius = other.radius;\n return this;\n }\n /**\n * 克隆当前圆形\n * @returns 新的圆形实例\n */\n clone() {\n return new Circle(this.x, this.y, this.radius);\n }\n /**\n * 设置圆心位置\n * @param x 新的X坐标\n * @param y 新的Y坐标\n * @returns 当前圆形实例(链式调用)\n */\n setPosition(x, y) {\n this.x = x;\n this.y = y;\n return this;\n }\n /**\n * 设置圆心位置(使用向量)\n * @param center 新的圆心位置\n * @returns 当前圆形实例(链式调用)\n */\n setCenter(center) {\n this.x = center.x;\n this.y = center.y;\n return this;\n }\n /**\n * 设置半径\n * @param radius 新的半径\n * @returns 当前圆形实例(链式调用)\n */\n setRadius(radius) {\n this.radius = radius;\n return this;\n }\n // 变换操作\n /**\n * 平移圆形\n * @param dx X方向偏移\n * @param dy Y方向偏移\n * @returns 当前圆形实例(链式调用)\n */\n translate(dx, dy) {\n this.x += dx;\n this.y += dy;\n return this;\n }\n /**\n * 平移圆形(使用向量)\n * @param offset 偏移向量\n * @returns 当前圆形实例(链式调用)\n */\n translateBy(offset) {\n this.x += offset.x;\n this.y += offset.y;\n return this;\n }\n /**\n * 缩放圆形\n * @param scale 缩放因子\n * @returns 当前圆形实例(链式调用)\n */\n scale(scale) {\n this.radius *= scale;\n return this;\n }\n /**\n * 扩展圆形\n * @param amount 扩展量(正值扩大半径,负值缩小半径)\n * @returns 当前圆形实例(链式调用)\n */\n inflate(amount) {\n this.radius += amount;\n return this;\n }\n // 包含检测\n /**\n * 检查是否包含指定点\n * @param point 点\n * @returns 是否包含\n */\n containsPoint(point) {\n const dx = point.x - this.x;\n const dy = point.y - this.y;\n return dx * dx + dy * dy <= this.radius * this.radius;\n }\n /**\n * 检查是否包含指定坐标\n * @param x X坐标\n * @param y Y坐标\n * @returns 是否包含\n */\n contains(x, y) {\n const dx = x - this.x;\n const dy = y - this.y;\n return dx * dx + dy * dy <= this.radius * this.radius;\n }\n /**\n * 检查是否完全包含另一个圆形\n * @param other 另一个圆形\n * @returns 是否完全包含\n */\n containsCircle(other) {\n const distance = this.distanceToCircle(other);\n return distance + other.radius <= this.radius;\n }\n /**\n * 检查点是否在圆的边界上\n * @param point 点\n * @param epsilon 容差,默认为Number.EPSILON\n * @returns 是否在边界上\n */\n pointOnBoundary(point, epsilon = Number.EPSILON) {\n const distance = this.distanceToPoint(point);\n return Math.abs(distance - this.radius) < epsilon;\n }\n // 相交检测\n /**\n * 检查是否与另一个圆形相交\n * @param other 另一个圆形\n * @returns 是否相交\n */\n intersects(other) {\n const dx = this.x - other.x;\n const dy = this.y - other.y;\n const distanceSquared = dx * dx + dy * dy;\n const radiusSum = this.radius + other.radius;\n return distanceSquared <= radiusSum * radiusSum;\n }\n /**\n * 检查是否与矩形相交\n * @param rect 矩形\n * @returns 是否相交\n */\n intersectsRect(rect) {\n // 找到矩形上离圆心最近的点\n const closestX = Math.max(rect.x, Math.min(this.x, rect.right));\n const closestY = Math.max(rect.y, Math.min(this.y, rect.bottom));\n // 计算圆心到最近点的距离\n const dx = this.x - closestX;\n const dy = this.y - closestY;\n return dx * dx + dy * dy <= this.radius * this.radius;\n }\n /**\n * 计算与另一个圆形的相交面积\n * @param other 另一个圆形\n * @returns 相交面积\n */\n intersectionArea(other) {\n const d = this.distanceToCircle(other);\n // 不相交\n if (d >= this.radius + other.radius) {\n return 0;\n }\n // 一个圆完全包含另一个圆\n if (d <= Math.abs(this.radius - other.radius)) {\n const smallerRadius = Math.min(this.radius, other.radius);\n return Math.PI * smallerRadius * smallerRadius;\n }\n // 部分相交\n const r1 = this.radius;\n const r2 = other.radius;\n const part1 = r1 * r1 * Math.acos((d * d + r1 * r1 - r2 * r2) / (2 * d * r1));\n const part2 = r2 * r2 * Math.acos((d * d + r2 * r2 - r1 * r1) / (2 * d * r2));\n const part3 = 0.5 * Math.sqrt((-d + r1 + r2) * (d + r1 - r2) * (d - r1 + r2) * (d + r1 + r2));\n return part1 + part2 - part3;\n }\n // 距离计算\n /**\n * 计算圆心到点的距离\n * @param point 点\n * @returns 距离\n */\n distanceToPoint(point) {\n const dx = point.x - this.x;\n const dy = point.y - this.y;\n return Math.sqrt(dx * dx + dy * dy);\n }\n /**\n * 计算圆形边界到点的最短距离\n * @param point 点\n * @returns 最短距离(点在圆内时为负值)\n */\n distanceToPointFromBoundary(point) {\n return this.distanceToPoint(point) - this.radius;\n }\n /**\n * 计算两个圆心之间的距离\n * @param other 另一个圆形\n * @returns 圆心距离\n */\n distanceToCircle(other) {\n const dx = this.x - other.x;\n const dy = this.y - other.y;\n return Math.sqrt(dx * dx + dy * dy);\n }\n /**\n * 计算两个圆形边界之间的最短距离\n * @param other 另一个圆形\n * @returns 最短距离(相交时为负值)\n */\n distanceToCircleFromBoundary(other) {\n return this.distanceToCircle(other) - this.radius - other.radius;\n }\n /**\n * 计算圆形到矩形的最短距离\n * @param rect 矩形\n * @returns 最短距离\n */\n distanceToRect(rect) {\n return Math.max(0, rect.distanceToPoint(this.center) - this.radius);\n }\n /**\n * 获取圆形上距离指定点最近的点\n * @param point 指定点\n * @returns 最近点\n */\n closestPointTo(point) {\n const direction = Vector2.subtract(point, this.center);\n if (direction.isZero) {\n // 点在圆心,返回圆上任意点\n return new Vector2(this.x + this.radius, this.y);\n }\n return this.center.clone().add(direction.normalized().multiply(this.radius));\n }\n /**\n * 获取圆形上距离指定点最远的点\n * @param point 指定点\n * @returns 最远点\n */\n farthestPointFrom(point) {\n const direction = Vector2.subtract(point, this.center);\n if (direction.isZero) {\n // 点在圆心,返回圆上任意点\n return new Vector2(this.x - this.radius, this.y);\n }\n return this.center.clone().subtract(direction.normalized().multiply(this.radius));\n }\n // 几何运算\n /**\n * 获取指定角度上的圆周点\n * @param angle 角度(弧度)\n * @returns 圆周点\n */\n getPointAtAngle(angle) {\n return new Vector2(this.x + this.radius * Math.cos(angle), this.y + this.radius * Math.sin(angle));\n }\n /**\n * 获取点相对于圆心的角度\n * @param point 点\n * @returns 角度(弧度)\n */\n getAngleToPoint(point) {\n return Math.atan2(point.y - this.y, point.x - this.x);\n }\n /**\n * 获取圆形与直线的交点\n * @param lineStart 直线起点\n * @param lineEnd 直线终点\n * @returns 交点数组(0-2个点)\n */\n getLineIntersections(lineStart, lineEnd) {\n const dx = lineEnd.x - lineStart.x;\n const dy = lineEnd.y - lineStart.y;\n const fx = lineStart.x - this.x;\n const fy = lineStart.y - this.y;\n const a = dx * dx + dy * dy;\n const b = 2 * (fx * dx + fy * dy);\n const c = fx * fx + fy * fy - this.radius * this.radius;\n const discriminant = b * b - 4 * a * c;\n if (discriminant < 0) {\n return []; // 无交点\n }\n if (discriminant === 0) {\n // 一个交点(切线)\n const t = -b / (2 * a);\n return [new Vector2(lineStart.x + t * dx, lineStart.y + t * dy)];\n }\n // 两个交点\n const sqrt = Math.sqrt(discriminant);\n const t1 = (-b - sqrt) / (2 * a);\n const t2 = (-b + sqrt) / (2 * a);\n return [\n new Vector2(lineStart.x + t1 * dx, lineStart.y + t1 * dy),\n new Vector2(lineStart.x + t2 * dx, lineStart.y + t2 * dy)\n ];\n }\n // 比较操作\n /**\n * 检查两个圆形是否相等\n * @param other 另一个圆形\n * @param epsilon 容差,默认为Number.EPSILON\n * @returns 是否相等\n */\n equals(other, epsilon = Number.EPSILON) {\n return Math.abs(this.x - other.x) < epsilon &&\n Math.abs(this.y - other.y) < epsilon &&\n Math.abs(this.radius - other.radius) < epsilon;\n }\n /**\n * 检查两个圆形是否完全相等\n * @param other 另一个圆形\n * @returns 是否完全相等\n */\n exactEquals(other) {\n return this.x === other.x && this.y === other.y && this.radius === other.radius;\n }\n // 静态方法\n /**\n * 从直径创建圆形\n * @param x 圆心X坐标\n * @param y 圆心Y坐标\n * @param diameter 直径\n * @returns 新的圆形实例\n */\n static fromDiameter(x, y, diameter) {\n return new Circle(x, y, diameter * 0.5);\n }\n /**\n * 从三个点创建外接圆\n * @param p1 第一个点\n * @param p2 第二个点\n * @param p3 第三个点\n * @returns 外接圆,如果三点共线返回null\n */\n static fromThreePoints(p1, p2, p3) {\n const ax = p1.x;\n const ay = p1.y;\n const bx = p2.x;\n const by = p2.y;\n const cx = p3.x;\n const cy = p3.y;\n const d = 2 * (ax * (by - cy) + bx * (cy - ay) + cx * (ay - by));\n if (Math.abs(d) < Number.EPSILON) {\n return null; // 三点共线\n }\n const ux = ((ax * ax + ay * ay) * (by - cy) + (bx * bx + by * by) * (cy - ay) + (cx * cx + cy * cy) * (ay - by)) / d;\n const uy = ((ax * ax + ay * ay) * (cx - bx) + (bx * bx + by * by) * (ax - cx) + (cx * cx + cy * cy) * (bx - ax)) / d;\n const radius = Math.sqrt((ax - ux) * (ax - ux) + (ay - uy) * (ay - uy));\n return new Circle(ux, uy, radius);\n }\n /**\n * 从点数组创建最小包围圆\n * @param points 点数组\n * @returns 最小包围圆\n */\n static fromPointArray(points) {\n if (points.length === 0) {\n return Circle.EMPTY.clone();\n }\n if (points.length === 1) {\n return new Circle(points[0].x, points[0].y, 0);\n }\n // 使用Welzl算法的简化版本\n // 这里使用更简单的方法:找到包围所有点的圆\n let minX = points[0].x, minY = points[0].y;\n let maxX = points[0].x, maxY = points[0].y;\n for (const point of points) {\n minX = Math.min(minX, point.x);\n minY = Math.min(minY, point.y);\n maxX = Math.max(maxX, point.x);\n maxY = Math.max(maxY, point.y);\n }\n const centerX = (minX + maxX) * 0.5;\n const centerY = (minY + maxY) * 0.5;\n const center = new Vector2(centerX, centerY);\n let maxDistance = 0;\n for (const point of points) {\n const distance = Vector2.distance(center, point);\n maxDistance = Math.max(maxDistance, distance);\n }\n return new Circle(centerX, centerY, maxDistance);\n }\n /**\n * 线性插值两个圆形\n * @param a 起始圆形\n * @param b 目标圆形\n * @param t 插值参数(0到1)\n * @returns 新的插值结果圆形\n */\n static lerp(a, b, t) {\n return new Circle(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.radius + (b.radius - a.radius) * t);\n }\n // 字符串转换\n /**\n * 转换为字符串\n * @returns 字符串表示\n */\n toString() {\n return `Circle(${this.x.toFixed(2)}, ${this.y.toFixed(2)}, r=${this.radius.toFixed(2)})`;\n }\n /**\n * 转换为数组\n * @returns [x, y, radius] 数组\n */\n toArray() {\n return [this.x, this.y, this.radius];\n }\n /**\n * 转换为普通对象\n * @returns {x, y, radius} 对象\n */\n toObject() {\n return { x: this.x, y: this.y, radius: this.radius };\n }\n}\n// 静态常量\n/** 空圆形 */\nCircle.EMPTY = new Circle(0, 0, 0);\n/** 单位圆 */\nCircle.UNIT = new Circle(0, 0, 1);\n//# sourceMappingURL=Circle.js.map","import { Vector2 } from './Vector2';\n/**\n * 数学工具函数集合\n *\n * 提供常用的数学运算、插值、随机数生成等实用工具函数\n */\nexport class MathUtils {\n // 角度转换\n /**\n * 角度转弧度\n * @param degrees 角度值\n * @returns 弧度值\n */\n static degToRad(degrees) {\n return degrees * MathUtils.DEG_TO_RAD;\n }\n /**\n * 弧度转角度\n * @param radians 弧度值\n * @returns 角度值\n */\n static radToDeg(radians) {\n return radians * MathUtils.RAD_TO_DEG;\n }\n /**\n * 规范化角度到[0, 2π)范围\n * @param radians 角度(弧度)\n * @returns 规范化后的角度\n */\n static normalizeAngle(radians) {\n while (radians < 0)\n radians += MathUtils.TWO_PI;\n while (radians >= MathUtils.TWO_PI)\n radians -= MathUtils.TWO_PI;\n return radians;\n }\n /**\n * 规范化角度到(-π, π]范围\n * @param radians 角度(弧度)\n * @returns 规范化后的角度\n */\n static normalizeAngleSigned(radians) {\n while (radians <= -Math.PI)\n radians += MathUtils.TWO_PI;\n while (radians > Math.PI)\n radians -= MathUtils.TWO_PI;\n return radians;\n }\n /**\n * 计算两个角度之间的最短角度差\n * @param from 起始角度(弧度)\n * @param to 目标角度(弧度)\n * @returns 角度差(-π到π)\n */\n static angleDifference(from, to) {\n let diff = to - from;\n diff = MathUtils.normalizeAngleSigned(diff);\n return diff;\n }\n /**\n * 角度插值(处理角度环绕)\n * @param from 起始角度(弧度)\n * @param to 目标角度(弧度)\n * @param t 插值参数(0到1)\n * @returns 插值结果角度\n */\n static lerpAngle(from, to, t) {\n const diff = MathUtils.angleDifference(from, to);\n return from + diff * t;\n }\n // 数值操作\n /**\n * 限制数值在指定范围内\n * @param value 待限制的值\n * @param min 最小值\n * @param max 最大值\n * @returns 限制后的值\n */\n static clamp(value, min, max) {\n return Math.max(min, Math.min(max, value));\n }\n /**\n * 限制数值在0到1之间\n * @param value 待限制的值\n * @returns 限制后的值\n */\n static clamp01(value) {\n return Math.max(0, Math.min(1, value));\n }\n /**\n * 线性插值\n * @param a 起始值\n * @param b 目标值\n * @param t 插值参数(0到1)\n * @returns 插值结果\n */\n static lerp(a, b, t) {\n return a + (b - a) * t;\n }\n /**\n * 反向线性插值(获取插值参数)\n * @param a 起始值\n * @param b 目标值\n * @param value 当前值\n * @returns 插值参数\n */\n static inverseLerp(a, b, value) {\n if (Math.abs(b - a) < MathUtils.EPSILON) {\n return 0;\n }\n return (value - a) / (b - a);\n }\n /**\n * 重映射数值从一个范围到另一个范围\n * @param value 输入值\n * @param inMin 输入范围最小值\n * @param inMax 输入范围最大值\n * @param outMin 输出范围最小值\n * @param outMax 输出范围最大值\n * @returns 重映射后的值\n */\n static remap(value, inMin, inMax, outMin, outMax) {\n const t = MathUtils.inverseLerp(inMin, inMax, value);\n return MathUtils.lerp(outMin, outMax, t);\n }\n /**\n * 平滑阶跃函数(Hermite插值)\n * @param t 输入参数(0到1)\n * @returns 平滑输出(0到1)\n */\n static smoothStep(t) {\n t = MathUtils.clamp01(t);\n return t * t * (3 - 2 * t);\n }\n /**\n * 更平滑的阶跃函数\n * @param t 输入参数(0到1)\n * @returns 平滑输出(0到1)\n */\n static smootherStep(t) {\n t = MathUtils.clamp01(t);\n return t * t * t * (t * (t * 6 - 15) + 10);\n }\n // 比较操作\n /**\n * 浮点数相等比较\n * @param a 数值a\n * @param b 数值b\n * @param epsilon 容差,默认为EPSILON\n * @returns 是否相等\n */\n static approximately(a, b, epsilon = MathUtils.EPSILON) {\n return Math.abs(a - b) < epsilon;\n }\n /**\n * 检查数值是否为零\n * @param value 数值\n * @param epsilon 容差,默认为EPSILON\n * @returns 是否为零\n */\n static isZero(value, epsilon = MathUtils.EPSILON) {\n return Math.abs(value) < epsilon;\n }\n /**\n * 获取数值的符号\n * @param value 数值\n * @returns 1、-1或0\n */\n static sign(value) {\n return value > 0 ? 1 : value < 0 ? -1 : 0;\n }\n // 随机数生成\n /**\n * 生成指定范围内的随机数\n * @param min 最小值(包含)\n * @param max 最大值(不包含)\n * @returns 随机数\n */\n static random(min = 0, max = 1) {\n return Math.random() * (max - min) + min;\n }\n /**\n * 生成指定范围内的随机整数\n * @param min 最小值(包含)\n * @param max 最大值(包含)\n * @returns 随机整数\n */\n static randomInt(min, max) {\n return Math.floor(Math.random() * (max - min + 1)) + min;\n }\n /**\n * 随机选择数组中的一个元素\n * @param array 数组\n * @returns 随机元素\n */\n static randomChoice(array) {\n return array[Math.floor(Math.random() * array.length)];\n }\n /**\n * 生成随机布尔值\n * @param probability 为true的概率(0到1),默认0.5\n * @returns 随机布尔值\n */\n static randomBoolean(probability = 0.5) {\n return Math.random() < probability;\n }\n /**\n * 生成单位圆内的随机点\n * @returns 随机向量\n */\n static randomInUnitCircle() {\n const angle = Math.random() * MathUtils.TWO_PI;\n const radius = Math.sqrt(Math.random());\n return Vector2.fromPolar(radius, angle);\n }\n /**\n * 生成单位圆上的随机点\n * @returns 随机单位向量\n */\n static randomOnUnitCircle() {\n const angle = Math.random() * MathUtils.TWO_PI;\n return Vector2.fromAngle(angle);\n }\n // 数学函数\n /**\n * 快速平方根倒数(用于归一化)\n * @param value 输入值\n * @returns 平方根倒数\n */\n static fastInverseSqrt(value) {\n // 简化版本,现代JavaScript引擎优化很好\n return 1 / Math.sqrt(value);\n }\n /**\n * 快速幂运算(整数指数)\n * @param base 底数\n * @param exponent 指数(整数)\n * @returns 幂运算结果\n */\n static fastPow(base, exponent) {\n if (exponent === 0)\n return 1;\n if (exponent === 1)\n return base;\n if (exponent === 2)\n return base * base;\n if (exponent === 3)\n return base * base * base;\n return Math.pow(base, exponent);\n }\n /**\n * 阶乘\n * @param n 非负整数\n * @returns 阶乘结果\n */\n static factorial(n) {\n if (n < 0)\n return NaN;\n if (n === 0 || n === 1)\n return 1;\n let result = 1;\n for (let i = 2; i <= n; i++) {\n result *= i;\n }\n return result;\n }\n /**\n * 最大公约数\n * @param a 整数a\n * @param b 整数b\n * @returns 最大公约数\n */\n static gcd(a, b) {\n a = Math.abs(Math.floor(a));\n b = Math.abs(Math.floor(b));\n while (b !== 0) {\n const temp = b;\n b = a % b;\n a = temp;\n }\n return a;\n }\n /**\n * 最小公倍数\n * @param a 整数a\n * @param b 整数b\n * @returns 最小公倍数\n */\n static lcm(a, b) {\n return Math.abs(a * b) / MathUtils.gcd(a, b);\n }\n // 序列和级数\n /**\n * 斐波那契数列\n * @param n 项数\n * @returns 第n项斐波那契数\n */\n static fibonacci(n) {\n if (n <= 0)\n return 0;\n if (n === 1)\n return 1;\n let a = 0, b = 1;\n for (let i = 2; i <= n; i++) {\n const temp = a + b;\n a = b;\n b = temp;\n }\n return b;\n }\n /**\n * 等差数列求和\n * @param first 首项\n * @param last 末项\n * @param count 项数\n * @returns 等差数列和\n */\n static arithmeticSum(first, last, count) {\n return (first + last) * count * 0.5;\n }\n /**\n * 等比数列求和\n * @param first 首项\n * @param ratio 公比\n * @param count 项数\n * @returns 等比数列和\n */\n static geometricSum(first, ratio, count) {\n if (Math.abs(ratio - 1) < MathUtils.EPSILON) {\n return first * count;\n }\n return first * (1 - Math.pow(ratio, count)) / (1 - ratio);\n }\n // 曲线和插值\n /**\n * 贝塞尔二次曲线\n * @param p0 控制点0\n * @param p1 控制点1\n * @param p2 控制点2\n * @param t 参数(0到1)\n * @returns 曲线上的点\n */\n static quadraticBezier(p0, p1, p2, t) {\n const u = 1 - t;\n const tt = t * t;\n const uu = u * u;\n return new Vector2(uu * p0.x + 2 * u * t * p1.x + tt * p2.x, uu * p0.y + 2 * u * t * p1.y + tt * p2.y);\n }\n /**\n * 贝塞尔三次曲线\n * @param p0 控制点0\n * @param p1 控制点1\n * @param p2 控制点2\n * @param p3 控制点3\n * @param t 参数(0到1)\n * @returns 曲线上的点\n */\n static cubicBezier(p0, p1, p2, p3, t) {\n const u = 1 - t;\n const tt = t * t;\n const uu = u * u;\n const uuu = uu * u;\n const ttt = tt * t;\n return new Vector2(uuu * p0.x + 3 * uu * t * p1.x + 3 * u * tt * p2.x + ttt * p3.x, uuu * p0.y + 3 * uu * t * p1.y + 3 * u * tt * p2.y + ttt * p3.y);\n }\n /**\n * Catmull-Rom样条插值\n * @param p0 控制点0\n * @param p1 控制点1\n * @param p2 控制点2\n * @param p3 控制点3\n * @param t 参数(0到1)\n * @returns 插值结果点\n */\n static catmullRom(p0, p1, p2, p3, t) {\n const t2 = t * t;\n const t3 = t2 * t;\n const x = 0.5 * ((2 * p1.x) +\n (-p0.x + p2.x) * t +\n (2 * p0.x - 5 * p1.x + 4 * p2.x - p3.x) * t2 +\n (-p0.x + 3 * p1.x - 3 * p2.x + p3.x) * t3);\n const y = 0.5 * ((2 * p1.y) +\n (-p0.y + p2.y) * t +\n (2 * p0.y - 5 * p1.y + 4 * p2.y - p3.y) * t2 +\n (-p0.y + 3 * p1.y - 3 * p2.y + p3.y) * t3);\n return new Vector2(x, y);\n }\n // 噪声函数\n /**\n * 简单伪随机噪声(基于种子)\n * @param x 输入X\n * @param y 输入Y\n * @param seed 种子\n * @returns 噪声值(0到1)\n */\n static noise(x, y = 0, seed = 0) {\n let n = Math.sin(x * 12.9898 + y * 78.233 + seed * 37.719) * 43758.5453;\n return n - Math.floor(n);\n }\n /**\n * 平滑噪声\n * @param x 输入X\n * @param y 输入Y\n * @param seed 种子\n * @returns 平滑噪声值(0到1)\n */\n static smoothNoise(x, y = 0, seed = 0) {\n const intX = Math.floor(x);\n const intY = Math.floor(y);\n const fracX = x - intX;\n const fracY = y - intY;\n const a = MathUtils.noise(intX, intY, seed);\n const b = MathUtils.noise(intX + 1, intY, seed);\n const c = MathUtils.noise(intX, intY + 1, seed);\n const d = MathUtils.noise(intX + 1, intY + 1, seed);\n const i1 = MathUtils.lerp(a, b, fracX);\n const i2 = MathUtils.lerp(c, d, fracX);\n return MathUtils.lerp(i1, i2, fracY);\n }\n // 实用工具\n /**\n * 将数值转换为指定精度\n * @param value 数值\n * @param precision 精度(小数位数)\n * @returns 转换后的数值\n */\n static toPrecision(value, precision) {\n const factor = Math.pow(10, precision);\n return Math.round(value * factor) / factor;\n }\n /**\n * 检查数值是否在指定范围内\n * @param value 数值\n * @param min 最小值\n * @param max 最大值\n * @returns 是否在范围内\n */\n static inRange(value, min, max) {\n return value >= min && value <= max;\n }\n /**\n * 获取数组中的最小值\n * @param values 数值数组\n * @returns 最小值\n */\n static min(...values) {\n return Math.min(...values);\n }\n /**\n * 获取数组中的最大值\n * @param values 数值数组\n * @returns 最大值\n */\n static max(...values) {\n return Math.max(...values);\n }\n /**\n * 计算数组的平均值\n * @param values 数值数组\n * @returns 平均值\n */\n static average(values) {\n if (values.length === 0)\n return 0;\n return values.reduce((sum, val) => sum + val, 0) / values.length;\n }\n /**\n * 计算数组的中位数\n * @param values 数值数组\n * @returns 中位数\n */\n static median(values) {\n if (values.length === 0)\n return 0;\n const sorted = [...values].sort((a, b) => a - b);\n const middle = Math.floor(sorted.length / 2);\n if (sorted.length % 2 === 0) {\n return (sorted[middle - 1] + sorted[middle]) / 2;\n }\n return sorted[middle];\n }\n}\n// 数学常量\n/** 圆周率 */\nMathUtils.PI = Math.PI;\n/** 2π */\nMathUtils.TWO_PI = Math.PI * 2;\n/** π/2 */\nMathUtils.HALF_PI = Math.PI * 0.5;\n/** π/4 */\nMathUtils.QUARTER_PI = Math.PI * 0.25;\n/** 角度到弧度转换系数 */\nMathUtils.DEG_TO_RAD = Math.PI / 180;\n/** 弧度到角度转换系数 */\nMathUtils.RAD_TO_DEG = 180 / Math.PI;\n/** 黄金比例 */\nMathUtils.GOLDEN_RATIO = (1 + Math.sqrt(5)) * 0.5;\n/** 默认浮点数比较容差 */\nMathUtils.EPSILON = Number.EPSILON;\n//# sourceMappingURL=MathUtils.js.map","/**\n * 缓动函数集合\n *\n * 提供各种常用的缓动函数,用于创建平滑的动画效果\n * 所有函数接受时间参数 t (0-1),返回缓动后的值 (通常0-1)\n */\nexport class Easing {\n // 线性缓动\n /**\n * 线性缓动(无缓动)\n * @param t 时间参数 (0-1)\n * @returns 缓动值\n */\n static linear(t) {\n return t;\n }\n // 二次方缓动 (Quadratic)\n /**\n * 二次方缓入\n * @param t 时间参数 (0-1)\n * @returns 缓动值\n */\n static quadIn(t) {\n return t * t;\n }\n /**\n * 二次方缓出\n * @param t 时间参数 (0-1)\n * @returns 缓动值\n */\n static quadOut(t) {\n return 1 - (1 - t) * (1 - t);\n }\n /**\n * 二次方缓入缓出\n * @param t 时间参数 (0-1)\n * @returns 缓动值\n */\n static quadInOut(t) {\n return t < 0.5 ? 2 * t * t : 1 - 2 * (1 - t) * (1 - t);\n }\n // 三次方缓动 (Cubic)\n /**\n * 三次方缓入\n * @param t 时间参数 (0-1)\n * @returns 缓动值\n */\n static cubicIn(t) {\n return t * t * t;\n }\n /**\n * 三次方缓出\n * @param t 时间参数 (0-1)\n * @returns 缓动值\n */\n static cubicOut(t) {\n return 1 - Math.pow(1 - t, 3);\n }\n /**\n * 三次方缓入缓出\n * @param t 时间参数 (0-1)\n * @returns 缓动值\n */\n static cubicInOut(t) {\n return t < 0.5 ? 4 * t * t * t : 1 - Math.pow(-2 * t + 2, 3) / 2;\n }\n // 四次方缓动 (Quartic)\n /**\n * 四次方缓入\n * @param t 时间参数 (0-1)\n * @returns 缓动值\n */\n static quartIn(t) {\n return t * t * t * t;\n }\n /**\n * 四次方缓出\n * @param t 时间参数 (0-1)\n * @returns 缓动值\n */\n static quartOut(t) {\n return 1 - Math.pow(1 - t, 4);\n }\n /**\n * 四次方缓入缓出\n * @param t 时间参数 (0-1)\n * @returns 缓动值\n */\n static quartInOut(t) {\n return t < 0.5 ? 8 * t * t * t * t : 1 - Math.pow(-2 * t + 2, 4) / 2;\n }\n // 五次方缓动 (Quintic)\n /**\n * 五次方缓入\n * @param t 时间参数 (0-1)\n * @returns 缓动值\n */\n static quintIn(t) {\n return t * t * t * t * t;\n }\n /**\n * 五次方缓出\n * @param t 时间参数 (0-1)\n * @returns 缓动值\n */\n static quintOut(t) {\n return 1 - Math.pow(1 - t, 5);\n }\n /**\n * 五次方缓入缓出\n * @param t 时间参数 (0-1)\n * @returns 缓动值\n */\n static quintInOut(t) {\n return t < 0.5 ? 16 * t * t * t * t * t : 1 - Math.pow(-2 * t + 2, 5) / 2;\n }\n // 正弦缓动 (Sine)\n /**\n * 正弦缓入\n * @param t 时间参数 (0-1)\n * @returns 缓动值\n */\n static sineIn(t) {\n return 1 - Math.cos((t * Math.PI) / 2);\n }\n /**\n * 正弦缓出\n * @param t 时间参数 (0-1)\n * @returns 缓动值\n */\n static sineOut(t) {\n return Math.sin((t * Math.PI) / 2);\n }\n /**\n * 正弦缓入缓出\n * @param t 时间参数 (0-1)\n * @returns 缓动值\n */\n static sineInOut(t) {\n return -(Math.cos(Math.PI * t) - 1) / 2;\n }\n // 指数缓动 (Exponential)\n /**\n * 指数缓入\n * @param t 时间参数 (0-1)\n * @returns 缓动值\n */\n static expoIn(t) {\n return t === 0 ? 0 : Math.pow(2, 10 * (t - 1));\n }\n /**\n * 指数缓出\n * @param t 时间参数 (0-1)\n * @returns 缓动值\n */\n static expoOut(t) {\n return t === 1 ? 1 : 1 - Math.pow(2, -10 * t);\n }\n /**\n * 指数缓入缓出\n * @param t 时间参数 (0-1)\n * @returns 缓动值\n */\n static expoInOut(t) {\n if (t === 0)\n return 0;\n if (t === 1)\n return 1;\n return t < 0.5\n ? Math.pow(2, 20 * t - 10) / 2\n : (2 - Math.pow(2, -20 * t + 10)) / 2;\n }\n // 圆形缓动 (Circular)\n /**\n * 圆形缓入\n * @param t 时间参数 (0-1)\n * @returns 缓动值\n */\n static circIn(t) {\n return 1 - Math.sqrt(1 - t * t);\n }\n /**\n * 圆形缓出\n * @param t 时间参数 (0-1)\n * @returns 缓动值\n */\n static circOut(t) {\n return Math.sqrt(1 - (t - 1) * (t - 1));\n }\n /**\n * 圆形缓入缓出\n * @param t 时间参数 (0-1)\n * @returns 缓动值\n */\n static circInOut(t) {\n return t < 0.5\n ? (1 - Math.sqrt(1 - 4 * t * t)) / 2\n : (Math.sqrt(1 - (-2 * t + 2) * (-2 * t + 2)) + 1) / 2;\n }\n // 回弹缓动 (Back)\n /**\n * 回弹缓入\n * @param t 时间参数 (0-1)\n * @param s 回弹强度,默认1.70158\n * @returns 缓动值\n */\n static backIn(t, s = 1.70158) {\n const c1 = s;\n const c3 = c1 + 1;\n return c3 * t * t * t - c1 * t * t;\n }\n /**\n * 回弹缓出\n * @param t 时间参数 (0-1)\n * @param s 回弹强度,默认1.70158\n * @returns 缓动值\n */\n static backOut(t, s = 1.70158) {\n const c1 = s;\n const c3 = c1 + 1;\n return 1 + c3 * Math.pow(t - 1, 3) + c1 * Math.pow(t - 1, 2);\n }\n /**\n * 回弹缓入缓出\n * @param t 时间参数 (0-1)\n * @param s 回弹强度,默认1.70158\n * @returns 缓动值\n */\n static backInOut(t, s = 1.70158) {\n const c1 = s;\n const c2 = c1 * 1.525;\n return t < 0.5\n ? (Math.pow(2 * t, 2) * ((c2 + 1) * 2 * t - c2)) / 2\n : (Math.pow(2 * t - 2, 2) * ((c2 + 1) * (t * 2 - 2) + c2) + 2) / 2;\n }\n // 弹性缓动 (Elastic)\n /**\n * 弹性缓入\n * @param t 时间参数 (0-1)\n * @param amplitude 振幅,默认1\n * @param period 周期,默认0.3\n * @returns 缓动值\n */\n static elasticIn(t, amplitude = 1, period = 0.3) {\n if (t === 0)\n return 0;\n if (t === 1)\n return 1;\n const s = period / 4;\n return -(amplitude * Math.pow(2, 10 * (t - 1)) * Math.sin((t - 1 - s) * (2 * Math.PI) / period));\n }\n /**\n * 弹性缓出\n * @param t 时间参数 (0-1)\n * @param amplitude 振幅,默认1\n * @param period 周期,默认0.3\n * @returns 缓动值\n */\n static elasticOut(t, amplitude = 1, period = 0.3) {\n if (t === 0)\n return 0;\n if (t === 1)\n return 1;\n const s = period / 4;\n return amplitude * Math.pow(2, -10 * t) * Math.sin((t - s) * (2 * Math.PI) / period) + 1;\n }\n /**\n * 弹性缓入缓出\n * @param t 时间参数 (0-1)\n * @param amplitude 振幅,默认1\n * @param period 周期,默认0.45\n * @returns 缓动值\n */\n static elasticInOut(t, amplitude = 1, period = 0.45) {\n if (t === 0)\n return 0;\n if (t === 1)\n return 1;\n const s = period / 4;\n if (t < 0.5) {\n return -0.5 * (amplitude * Math.pow(2, 10 * (2 * t - 1)) * Math.sin((2 * t - 1 - s) * (2 * Math.PI) / period));\n }\n return amplitude * Math.pow(2, -10 * (2 * t - 1)) * Math.sin((2 * t - 1 - s) * (2 * Math.PI) / period) * 0.5 + 1;\n }\n // 跳跃缓动 (Bounce)\n /**\n * 跳跃缓入\n * @param t 时间参数 (0-1)\n * @returns 缓动值\n */\n static bounceIn(t) {\n return 1 - Easing.bounceOut(1 - t);\n }\n /**\n * 跳跃缓出\n * @param t 时间参数 (0-1)\n * @returns 缓动值\n */\n static bounceOut(t) {\n const n1 = 7.5625;\n const d1 = 2.75;\n if (t < 1 / d1) {\n return n1 * t * t;\n }\n else if (t < 2 / d1) {\n return n1 * (t -= 1.5 / d1) * t + 0.75;\n }\n else if (t < 2.5 / d1) {\n return n1 * (t -= 2.25 / d1) * t + 0.9375;\n }\n else {\n return n1 * (t -= 2.625 / d1) * t + 0.984375;\n }\n }\n /**\n * 跳跃缓入缓出\n * @param t 时间参数 (0-1)\n * @returns 缓动值\n */\n static bounceInOut(t) {\n return t < 0.5\n ? (1 - Easing.bounceOut(1 - 2 * t)) / 2\n : (1 + Easing.bounceOut(2 * t - 1)) / 2;\n }\n // 组合缓动\n /**\n * 创建自定义缓动函数(组合多个缓动)\n * @param easingFunctions 缓动函数数组\n * @param weights 权重数组,默认均等\n * @returns 组合后的缓动函数\n */\n static combine(easingFunctions, weights) {\n if (!weights) {\n weights = new Array(easingFunctions.length).fill(1 / easingFunctions.length);\n }\n return (t) => {\n let result = 0;\n for (let i = 0; i < easingFunctions.length; i++) {\n result += easingFunctions[i](t) * (weights[i] || 0);\n }\n return result;\n };\n }\n /**\n * 创建分段缓动函数\n * @param segments 分段配置数组,每段包含 {duration, easing}\n * @returns 分段缓动函数\n */\n static piecewise(segments) {\n // 计算总持续时间\n const totalDuration = segments.reduce((sum, seg) => sum + seg.duration, 0);\n // 归一化持续时间\n const normalizedSegments = segments.map(seg => ({\n ...seg,\n duration: seg.duration / totalDuration\n }));\n return (t) => {\n let accumulatedTime = 0;\n for (const segment of normalizedSegments) {\n if (t <= accumulatedTime + segment.duration) {\n const localT = (t - accumulatedTime) / segment.duration;\n return segment.easing(Math.max(0, Math.min(1, localT)));\n }\n accumulatedTime += segment.duration;\n }\n // 如果超出范围,返回最后一段的结束值\n return normalizedSegments[normalizedSegments.length - 1].easing(1);\n };\n }\n /**\n * 创建反向缓动函数\n * @param easing 原缓动函数\n * @returns 反向缓动函数\n */\n static reverse(easing) {\n return (t) => 1 - easing(1 - t);\n }\n /**\n * 创建镜像缓动函数(先正向再反向)\n * @param easing 原缓动函数\n * @returns 镜像缓动函数\n */\n static mirror(easing) {\n return (t) => {\n if (t < 0.5) {\n return easing(t * 2);\n }\n else {\n return easing(2 - t * 2);\n }\n };\n }\n}\n// 常用预设\n/** 平滑进入(常用于UI动画) */\nEasing.smoothIn = Easing.quadOut;\n/** 平滑退出(常用于UI动画) */\nEasing.smoothOut = Easing.quadIn;\n/** 快速进入(常用于出现动画) */\nEasing.quickIn = Easing.cubicOut;\n/** 快速退出(常用于消失动画) */\nEasing.quickOut = Easing.cubicIn;\n/** 自然运动(模拟物理) */\nEasing.natural = Easing.quartOut;\n/** 强调效果(吸引注意力) */\nEasing.emphasize = Easing.backOut;\n//# sourceMappingURL=Easing.js.map","import { Vector2 } from '../Vector2';\nimport { MathUtils } from '../MathUtils';\n/**\n * 带缓存的插值器类\n * 用于需要重复插值相同起始和目标值的情况\n */\nexport class CachedInterpolator {\n constructor(interpolator) {\n this.cache = new Map();\n this.interpolator = interpolator;\n }\n /**\n * 设置插值范围\n * @param from 起始值\n * @param to 目标值\n */\n setRange(from, to) {\n if (this.from !== from || this.to !== to) {\n this.from = from;\n this.to = to;\n this.cache.clear();\n }\n }\n /**\n * 获取插值结果\n * @param t 插值参数\n * @returns 插值结果\n */\n get(t) {\n if (!this.from || !this.to) {\n throw new Error('插值范围未设置');\n }\n if (!this.cache.has(t)) {\n const result = this.interpolator(this.from, this.to, t);\n this.cache.set(t, result);\n }\n return this.cache.get(t);\n }\n /**\n * 清空缓存\n */\n clearCache() {\n this.cache.clear();\n }\n}\n/**\n * 插值工具类\n *\n * 提供各种类型的插值功能,用于创建平滑的数值变化\n */\nexport class Interpolation {\n // 基础插值\n /**\n * 数值线性插值\n * @param from 起始值\n * @param to 目标值\n * @param t 插值参数 (0-1)\n * @returns 插值结果\n */\n static number(from, to, t) {\n return MathUtils.lerp(from, to, t);\n }\n /**\n * 向量线性插值\n * @param from 起始向量\n * @param to 目标向量\n * @param t 插值参数 (0-1)\n * @returns 插值结果向量\n */\n static vector2(from, to, t) {\n return Vector2.lerp(from, to, t);\n }\n /**\n * 角度插值(处理角度环绕)\n * @param from 起始角度(弧度)\n * @param to 目标角度(弧度)\n * @param t 插值参数 (0-1)\n * @returns 插值结果角度\n */\n static angle(from, to, t) {\n return MathUtils.lerpAngle(from, to, t);\n }\n /**\n * 颜色插值(RGB)\n * @param from 起始颜色 [r, g, b, a?]\n * @param to 目标颜色 [r, g, b, a?]\n * @param t 插值参数 (0-1)\n * @returns 插值结果颜色\n */\n static color(from, to, t) {\n const result = [];\n const length = Math.max(from.length, to.length);\n for (let i = 0; i < length; i++) {\n const fromVal = from[i] ?? (i === 3 ? 1 : 0); // alpha默认为1\n const toVal = to[i] ?? (i === 3 ? 1 : 0);\n result[i] = MathUtils.lerp(fromVal, toVal, t);\n }\n return result;\n }\n // 高级插值\n /**\n * 三次样条插值\n * @param p0 控制点0\n * @param p1 控制点1(起点)\n * @param p2 控制点2(终点)\n * @param p3 控制点3\n * @param t 插值参数 (0-1)\n * @returns 插值结果\n */\n static cubicSpline(p0, p1, p2, p3, t) {\n const t2 = t * t;\n const t3 = t2 * t;\n return 0.5 * ((2 * p1) +\n (-p0 + p2) * t +\n (2 * p0 - 5 * p1 + 4 * p2 - p3) * t2 +\n (-p0 + 3 * p1 - 3 * p2 + p3) * t3);\n }\n /**\n * Hermite插值\n * @param p0 起始点\n * @param m0 起始切线\n * @param p1 结束点\n * @param m1 结束切线\n * @param t 插值参数 (0-1)\n * @returns 插值结果\n */\n static hermite(p0, m0, p1, m1, t) {\n const t2 = t * t;\n const t3 = t2 * t;\n const h00 = 2 * t3 - 3 * t2 + 1;\n const h10 = t3 - 2 * t2 + t;\n const h01 = -2 * t3 + 3 * t2;\n const h11 = t3 - t2;\n return h00 * p0 + h10 * m0 + h01 * p1 + h11 * m1;\n }\n /**\n * 球面线性插值(适用于方向向量)\n * @param from 起始单位向量\n * @param to 目标单位向量\n * @param t 插值参数 (0-1)\n * @returns 插值结果向量\n */\n static slerp(from, to, t) {\n let dot = Vector2.dot(from, to);\n // 如果点积为负,取反一个向量确保走最短路径\n let toVec = to;\n if (dot < 0) {\n dot = -dot;\n toVec = to.clone().negate();\n }\n // 如果向量几乎平行,使用线性插值\n if (dot > 0.9995) {\n return Vector2.lerp(from, toVec, t).normalize();\n }\n // 球面插值\n const theta = Math.acos(Math.abs(dot));\n const sinTheta = Math.sin(theta);\n const a = Math.sin((1 - t) * theta) / sinTheta;\n const b = Math.sin(t * theta) / sinTheta;\n return new Vector2(from.x * a + toVec.x * b, from.y * a + toVec.y * b);\n }\n // 缓存插值\n /**\n * 创建带缓存的插值器\n * 用于需要重复插值相同起始和目标值的情况\n * @param interpolator 插值函数\n * @returns 缓存插值器实例\n */\n static createCachedInterpolator(interpolator) {\n return new CachedInterpolator(interpolator);\n }\n // 多点插值\n /**\n * 样条曲线插值(通过多个控制点)\n * @param points 控制点数组\n * @param t 插值参数 (0-1)\n * @returns 插值结果\n */\n static spline(points, t) {\n if (points.length === 0)\n return 0;\n if (points.length === 1)\n return points[0];\n if (points.length === 2)\n return MathUtils.lerp(points[0], points[1], t);\n const n = points.length - 1;\n const scaledT = t * n;\n const segment = Math.floor(scaledT);\n const localT = scaledT - segment;\n const i = Math.max(0, Math.min(n - 1, segment));\n const p0 = points[Math.max(0, i - 1)];\n const p1 = points[i];\n const p2 = points[Math.min(n, i + 1)];\n const p3 = points[Math.min(n, i + 2)];\n return Interpolation.cubicSpline(p0, p1, p2, p3, localT);\n }\n /**\n * 向量样条曲线插值\n * @param points 控制点数组\n * @param t 插值参数 (0-1)\n * @returns 插值结果向量\n */\n static vectorSpline(points, t) {\n if (points.length === 0)\n return new Vector2();\n if (points.length === 1)\n return points[0].clone();\n if (points.length === 2)\n return Vector2.lerp(points[0], points[1], t);\n const xPoints = points.map(p => p.x);\n const yPoints = points.map(p => p.y);\n return new Vector2(Interpolation.spline(xPoints, t), Interpolation.spline(yPoints, t));\n }\n // 时间轴插值\n /**\n * 关键帧动画插值\n * @param keyframes 关键帧数组(按时间排序)\n * @param time 当前时间\n * @param interpolator 插值函数\n * @returns 插值结果\n */\n static keyframe(keyframes, time, interpolator) {\n if (keyframes.length === 0) {\n throw new Error('至少需要一个关键帧');\n }\n if (keyframes.length === 1 || time <= keyframes[0].time) {\n return keyframes[0].value;\n }\n if (time >= keyframes[keyframes.length - 1].time) {\n return keyframes[keyframes.length - 1].value;\n }\n // 找到当前时间所在的区间\n for (let i = 0; i < keyframes.length - 1; i++) {\n const current = keyframes[i];\n const next = keyframes[i + 1];\n if (time >= current.time && time <= next.time) {\n const duration = next.time - current.time;\n const progress = duration > 0 ? (time - current.time) / duration : 0;\n // 应用缓动函数\n const easedProgress = current.easing ? current.easing(progress) : progress;\n return interpolator(current.value, next.value, easedProgress);\n }\n }\n return keyframes[keyframes.length - 1].value;\n }\n // 路径插值\n /**\n * 路径插值(沿着由点组成的路径)\n * @param path 路径点数组\n * @param t 插值参数 (0-1)\n * @param closed 是否为闭合路径\n * @returns 路径上的点\n */\n static pathInterpolation(path, t, closed = false) {\n if (path.length === 0)\n return new Vector2();\n if (path.length === 1)\n return path[0].clone();\n const totalLength = Interpolation.getPathLength(path, closed);\n const targetDistance = t * totalLength;\n let accumulatedDistance = 0;\n const segments = closed ? path.length : path.length - 1;\n for (let i = 0; i < segments; i++) {\n const start = path[i];\n const end = path[(i + 1) % path.length];\n const segmentLength = Vector2.distance(start, end);\n if (accumulatedDistance + segmentLength >= targetDistance) {\n const segmentT = (targetDistance - accumulatedDistance) / segmentLength;\n return Vector2.lerp(start, end, segmentT);\n }\n accumulatedDistance += segmentLength;\n }\n return path[path.length - 1].clone();\n }\n /**\n * 计算路径总长度\n * @param path 路径点数组\n * @param closed 是否为闭合路径\n * @returns 路径总长度\n */\n static getPathLength(path, closed = false) {\n if (path.length < 2)\n return 0;\n let totalLength = 0;\n const segments = closed ? path.length : path.length - 1;\n for (let i = 0; i < segments; i++) {\n const start = path[i];\n const end = path[(i + 1) % path.length];\n totalLength += Vector2.distance(start, end);\n }\n return totalLength;\n }\n // 实用工具\n /**\n * 创建数值插值器\n * @param from 起始值\n * @param to 目标值\n * @returns 插值器函数\n */\n static createNumberInterpolator(from, to) {\n return (t) => Interpolation.number(from, to, t);\n }\n /**\n * 创建向量插值器\n * @param from 起始向量\n * @param to 目标向量\n * @returns 插值器函数\n */\n static createVectorInterpolator(from, to) {\n return (t) => Interpolation.vector2(from, to, t);\n }\n /**\n * 创建组合插值器(插值多个值)\n * @param interpolators 插值器数组\n * @returns 组合插值器函数\n */\n static createCompositeInterpolator(interpolators) {\n return (from, to, t) => {\n const result = [];\n for (let i = 0; i < Math.min(interpolators.length, from.length, to.length); i++) {\n result[i] = interpolators[i](from[i], to[i], t);\n }\n return result;\n };\n }\n}\n//# sourceMappingURL=Interpolation.js.map","import { Vector2 } from '../Vector2';\n/**\n * 碰撞检测器\n *\n * 提供各种几何体之间的碰撞检测功能\n */\nexport class CollisionDetector {\n // 点与几何体碰撞检测\n /**\n * 点与圆形碰撞检测\n * @param point 点\n * @param circle 圆形\n * @returns 碰撞信息\n */\n static pointCircle(point, circle) {\n const distance = Vector2.distance(point, circle.center);\n const collided = distance <= circle.radius;\n if (!collided) {\n return { collided: false };\n }\n const normal = distance > 0\n ? Vector2.subtract(point, circle.center).normalize()\n : new Vector2(1, 0); // 默认法线\n return {\n collided: true,\n normal,\n penetration: circle.radius - distance,\n contactPoint: point.clone()\n };\n }\n /**\n * 点与矩形碰撞检测\n * @param point 点\n * @param rect 矩形\n * @returns 碰撞信息\n */\n static pointRect(point, rect) {\n const collided = rect.containsPoint(point);\n if (!collided) {\n return { collided: false };\n }\n // 计算到各边的距离\n const distLeft = point.x - rect.left;\n const distRight = rect.right - point.x;\n const distTop = point.y - rect.top;\n const distBottom = rect.bottom - point.y;\n // 找到最小距离确定法线方向\n const minDist = Math.min(distLeft, distRight, distTop, distBottom);\n let normal;\n let penetration = minDist;\n if (minDist === distLeft) {\n normal = new Vector2(-1, 0);\n }\n else if (minDist === distRight) {\n normal = new Vector2(1, 0);\n }\n else if (minDist === distTop) {\n normal = new Vector2(0, -1);\n }\n else {\n normal = new Vector2(0, 1);\n }\n return {\n collided: true,\n normal,\n penetration,\n contactPoint: point.clone()\n };\n }\n // 圆形碰撞检测\n /**\n * 圆形与圆形碰撞检测\n * @param circle1 第一个圆形\n * @param circle2 第二个圆形\n * @returns 碰撞信息\n */\n static circleCircle(circle1, circle2) {\n const distance = Vector2.distance(circle1.center, circle2.center);\n const radiusSum = circle1.radius + circle2.radius;\n const collided = distance <= radiusSum;\n if (!collided) {\n return { collided: false };\n }\n const normal = distance > 0\n ? Vector2.subtract(circle2.center, circle1.center).normalize()\n : new Vector2(1, 0); // 默认法线\n const penetration = radiusSum - distance;\n const contactPoint = circle1.center.clone().add(normal.clone().multiply(circle1.radius - penetration * 0.5));\n return {\n collided: true,\n normal,\n penetration,\n contactPoint\n };\n }\n /**\n * 圆形与矩形碰撞检测\n * @param circle 圆形\n * @param rect 矩形\n * @returns 碰撞信息\n */\n static circleRect(circle, rect) {\n // 找到矩形上离圆心最近的点\n const closestPoint = rect.closestPointTo(circle.center);\n // 检查是否碰撞\n const distance = Vector2.distance(circle.center, closestPoint);\n const collided = distance <= circle.radius;\n if (!collided) {\n return { collided: false };\n }\n // 计算法线和穿透深度\n const normal = distance > 0\n ? Vector2.subtract(closestPoint, circle.center).normalize()\n : new Vector2(0, -1); // 默认法线(圆心在矩形内部时)\n const penetration = circle.radius - distance;\n return {\n collided: true,\n normal,\n penetration,\n contactPoint: closestPoint\n };\n }\n // 矩形碰撞检测\n /**\n * 矩形与矩形碰撞检测(AABB)\n * @param rect1 第一个矩形\n * @param rect2 第二个矩形\n * @returns 碰撞信息\n */\n static rectRect(rect1, rect2) {\n const collided = rect1.intersects(rect2);\n if (!collided) {\n return { collided: false };\n }\n // 计算重叠区域\n const overlapLeft = Math.max(rect1.left, rect2.left);\n const overlapRight = Math.min(rect1.right, rect2.right);\n const overlapTop = Math.max(rect1.top, rect2.top);\n const overlapBottom = Math.min(rect1.bottom, rect2.bottom);\n const overlapWidth = overlapRight - overlapLeft;\n const overlapHeight = overlapBottom - overlapTop;\n // 确定分离方向(最小重叠轴)\n let normal;\n let penetration;\n if (overlapWidth < overlapHeight) {\n // 水平分离\n penetration = overlapWidth;\n if (rect1.centerX < rect2.centerX) {\n normal = new Vector2(-1, 0);\n }\n else {\n normal = new Vector2(1, 0);\n }\n }\n else {\n // 垂直分离\n penetration = overlapHeight;\n if (rect1.centerY < rect2.centerY) {\n normal = new Vector2(0, -1);\n }\n else {\n normal = new Vector2(0, 1);\n }\n }\n const contactPoint = new Vector2((overlapLeft + overlapRight) * 0.5, (overlapTop + overlapBottom) * 0.5);\n return {\n collided: true,\n normal,\n penetration,\n contactPoint\n };\n }\n // 射线投射\n /**\n * 射线与圆形相交检测\n * @param rayOrigin 射线起点\n * @param rayDirection 射线方向(单位向量)\n * @param circle 圆形\n * @param maxDistance 最大检测距离,默认无限\n * @returns 碰撞信息,包含距离信息\n */\n static rayCircle(rayOrigin, rayDirection, circle, maxDistance = Infinity) {\n const oc = Vector2.subtract(rayOrigin, circle.center);\n const a = rayDirection.lengthSquared;\n const b = 2 * Vector2.dot(oc, rayDirection);\n const c = oc.lengthSquared - circle.radius * circle.radius;\n const discriminant = b * b - 4 * a * c;\n if (discriminant < 0) {\n return { collided: false };\n }\n const sqrt = Math.sqrt(discriminant);\n const t1 = (-b - sqrt) / (2 * a);\n const t2 = (-b + sqrt) / (2 * a);\n // 选择最近的正距离\n let t = t1 >= 0 ? t1 : t2;\n if (t < 0 || t > maxDistance) {\n return { collided: false };\n }\n const contactPoint = rayOrigin.clone().add(rayDirection.clone().multiply(t));\n const normal = Vector2.subtract(contactPoint, circle.center).normalize();\n return {\n collided: true,\n normal,\n contactPoint,\n distance: t,\n penetration: 0 // 射线检测不计算穿透\n };\n }\n /**\n * 射线与矩形相交检测\n * @param rayOrigin 射线起点\n * @param rayDirection 射线方向(单位向量)\n * @param rect 矩形\n * @param maxDistance 最大检测距离,默认无限\n * @returns 碰撞信息,包含距离信息\n */\n static rayRect(rayOrigin, rayDirection, rect, maxDistance = Infinity) {\n // 避免除零\n const invDirX = rayDirection.x !== 0 ? 1 / rayDirection.x : 1e10;\n const invDirY = rayDirection.y !== 0 ? 1 / rayDirection.y : 1e10;\n // 计算与各边的交点参数\n const t1 = (rect.left - rayOrigin.x) * invDirX;\n const t2 = (rect.right - rayOrigin.x) * invDirX;\n const t3 = (rect.top - rayOrigin.y) * invDirY;\n const t4 = (rect.bottom - rayOrigin.y) * invDirY;\n const tmin = Math.max(Math.min(t1, t2), Math.min(t3, t4));\n const tmax = Math.min(Math.max(t1, t2), Math.max(t3, t4));\n // 没有交点或交点在射线反方向\n if (tmax < 0 || tmin > tmax || tmin > maxDistance) {\n return { collided: false };\n }\n const t = tmin >= 0 ? tmin : tmax;\n const contactPoint = rayOrigin.clone().add(rayDirection.clone().multiply(t));\n // 确定法线方向\n let normal;\n const epsilon = 1e-6;\n if (Math.abs(contactPoint.x - rect.left) < epsilon) {\n normal = new Vector2(-1, 0);\n }\n else if (Math.abs(contactPoint.x - rect.right) < epsilon) {\n normal = new Vector2(1, 0);\n }\n else if (Math.abs(contactPoint.y - rect.top) < epsilon) {\n normal = new Vector2(0, -1);\n }\n else {\n normal = new Vector2(0, 1);\n }\n return {\n collided: true,\n normal,\n contactPoint,\n distance: t,\n penetration: 0 // 射线检测不计算穿透\n };\n }\n // 线段相交检测\n /**\n * 线段与线段相交检测\n * @param p1 第一条线段起点\n * @param p2 第一条线段终点\n * @param p3 第二条线段起点\n * @param p4 第二条线段终点\n * @returns 碰撞信息\n */\n static lineSegmentLineSegment(p1, p2, p3, p4) {\n const d1 = Vector2.subtract(p2, p1);\n const d2 = Vector2.subtract(p4, p3);\n const d3 = Vector2.subtract(p3, p1);\n const cross = Vector2.cross(d1, d2);\n if (Math.abs(cross) < Number.EPSILON) {\n // 平行或共线\n return { collided: false };\n }\n const t1 = Vector2.cross(d3, d2) / cross;\n const t2 = Vector2.cross(d3, d1) / cross;\n if (t1 >= 0 && t1 <= 1 && t2 >= 0 && t2 <= 1) {\n const contactPoint = p1.clone().add(d1.clone().multiply(t1));\n // 计算法线(垂直于第一条线段)\n const normal = d1.perpendicular().normalize();\n return {\n collided: true,\n normal,\n contactPoint,\n penetration: 0 // 线段相交不计算穿透\n };\n }\n return { collided: false };\n }\n /**\n * 线段与圆形相交检测\n * @param lineStart 线段起点\n * @param lineEnd 线段终点\n * @param circle 圆形\n * @returns 碰撞信息\n */\n static lineSegmentCircle(lineStart, lineEnd, circle) {\n const d = Vector2.subtract(lineEnd, lineStart);\n const f = Vector2.subtract(lineStart, circle.center);\n const a = Vector2.dot(d, d);\n const b = 2 * Vector2.dot(f, d);\n const c = Vector2.dot(f, f) - circle.radius * circle.radius;\n const discriminant = b * b - 4 * a * c;\n if (discriminant < 0) {\n return { collided: false };\n }\n const sqrt = Math.sqrt(discriminant);\n const t1 = (-b - sqrt) / (2 * a);\n const t2 = (-b + sqrt) / (2 * a);\n // 检查交点是否在线段上\n const validT = [];\n if (t1 >= 0 && t1 <= 1)\n validT.push(t1);\n if (t2 >= 0 && t2 <= 1)\n validT.push(t2);\n if (validT.length === 0) {\n return { collided: false };\n }\n // 使用最近的交点\n const t = validT[0];\n const contactPoint = lineStart.clone().add(d.clone().multiply(t));\n const normal = Vector2.subtract(contactPoint, circle.center).normalize();\n return {\n collided: true,\n normal,\n contactPoint,\n penetration: 0 // 线段相交不计算穿透\n };\n }\n // 快速排斥测试\n /**\n * AABB包围盒快速排斥测试\n * @param bounds1 第一个包围盒\n * @param bounds2 第二个包围盒\n * @returns 是否可能相交\n */\n static aabbTest(bounds1, bounds2) {\n return bounds1.intersects(bounds2);\n }\n /**\n * 圆形包围盒快速排斥测试\n * @param center1 第一个圆心\n * @param radius1 第一个半径\n * @param center2 第二个圆心\n * @param radius2 第二个半径\n * @returns 是否可能相交\n */\n static circleTest(center1, radius1, center2, radius2) {\n const distance = Vector2.distance(center1, center2);\n return distance <= radius1 + radius2;\n }\n}\n//# 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