@esengine/ecs-framework-math 2.10.0 → 2.10.3

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Files changed (92) hide show
  1. package/dist/index.cjs +2 -0
  2. package/dist/index.cjs.map +1 -0
  3. package/dist/index.d.ts +10175 -0
  4. package/dist/index.mjs +2 -0
  5. package/dist/index.mjs.map +1 -0
  6. package/dist/index.umd.js +2 -0
  7. package/dist/index.umd.js.map +1 -0
  8. package/package.json +21 -12
  9. package/bin/Animation/Easing.d.ts +0 -244
  10. package/bin/Animation/Easing.d.ts.map +0 -1
  11. package/bin/Animation/Easing.js +0 -407
  12. package/bin/Animation/Easing.js.map +0 -1
  13. package/bin/Animation/Interpolation.d.ts +0 -172
  14. package/bin/Animation/Interpolation.d.ts.map +0 -1
  15. package/bin/Animation/Interpolation.js +0 -327
  16. package/bin/Animation/Interpolation.js.map +0 -1
  17. package/bin/Animation/index.d.ts +0 -8
  18. package/bin/Animation/index.d.ts.map +0 -1
  19. package/bin/Animation/index.js +0 -8
  20. package/bin/Animation/index.js.map +0 -1
  21. package/bin/Circle.d.ts +0 -277
  22. package/bin/Circle.d.ts.map +0 -1
  23. package/bin/Circle.js +0 -496
  24. package/bin/Circle.js.map +0 -1
  25. package/bin/Collision/CollisionDetector.d.ts +0 -114
  26. package/bin/Collision/CollisionDetector.d.ts.map +0 -1
  27. package/bin/Collision/CollisionDetector.js +0 -353
  28. package/bin/Collision/CollisionDetector.js.map +0 -1
  29. package/bin/Collision/index.d.ts +0 -7
  30. package/bin/Collision/index.d.ts.map +0 -1
  31. package/bin/Collision/index.js +0 -7
  32. package/bin/Collision/index.js.map +0 -1
  33. package/bin/Color.d.ts +0 -277
  34. package/bin/Color.d.ts.map +0 -1
  35. package/bin/Color.js +0 -470
  36. package/bin/Color.js.map +0 -1
  37. package/bin/Fixed32.d.ts +0 -266
  38. package/bin/Fixed32.d.ts.map +0 -1
  39. package/bin/Fixed32.js +0 -381
  40. package/bin/Fixed32.js.map +0 -1
  41. package/bin/FixedMath.d.ts +0 -109
  42. package/bin/FixedMath.d.ts.map +0 -1
  43. package/bin/FixedMath.js +0 -264
  44. package/bin/FixedMath.js.map +0 -1
  45. package/bin/FixedVector2.d.ts +0 -293
  46. package/bin/FixedVector2.d.ts.map +0 -1
  47. package/bin/FixedVector2.js +0 -413
  48. package/bin/FixedVector2.js.map +0 -1
  49. package/bin/MathUtils.d.ts +0 -312
  50. package/bin/MathUtils.d.ts.map +0 -1
  51. package/bin/MathUtils.js +0 -500
  52. package/bin/MathUtils.js.map +0 -1
  53. package/bin/Matrix3.d.ts +0 -288
  54. package/bin/Matrix3.d.ts.map +0 -1
  55. package/bin/Matrix3.js +0 -542
  56. package/bin/Matrix3.js.map +0 -1
  57. package/bin/Rectangle.d.ts +0 -266
  58. package/bin/Rectangle.d.ts.map +0 -1
  59. package/bin/Rectangle.js +0 -437
  60. package/bin/Rectangle.js.map +0 -1
  61. package/bin/Vector2.d.ts +0 -333
  62. package/bin/Vector2.d.ts.map +0 -1
  63. package/bin/Vector2.js +0 -484
  64. package/bin/Vector2.js.map +0 -1
  65. package/bin/Vector3.d.ts +0 -257
  66. package/bin/Vector3.d.ts.map +0 -1
  67. package/bin/Vector3.js +0 -372
  68. package/bin/Vector3.js.map +0 -1
  69. package/bin/index.d.ts +0 -25
  70. package/bin/index.d.ts.map +0 -1
  71. package/bin/index.js +0 -32
  72. package/bin/index.js.map +0 -1
  73. package/bin/nodes/ColorNodes.d.ts +0 -70
  74. package/bin/nodes/ColorNodes.d.ts.map +0 -1
  75. package/bin/nodes/ColorNodes.js +0 -427
  76. package/bin/nodes/ColorNodes.js.map +0 -1
  77. package/bin/nodes/FixedNodes.d.ts +0 -98
  78. package/bin/nodes/FixedNodes.d.ts.map +0 -1
  79. package/bin/nodes/FixedNodes.js +0 -612
  80. package/bin/nodes/FixedNodes.js.map +0 -1
  81. package/bin/nodes/FixedVectorNodes.d.ts +0 -58
  82. package/bin/nodes/FixedVectorNodes.d.ts.map +0 -1
  83. package/bin/nodes/FixedVectorNodes.js +0 -330
  84. package/bin/nodes/FixedVectorNodes.js.map +0 -1
  85. package/bin/nodes/VectorNodes.d.ts +0 -62
  86. package/bin/nodes/VectorNodes.d.ts.map +0 -1
  87. package/bin/nodes/VectorNodes.js +0 -355
  88. package/bin/nodes/VectorNodes.js.map +0 -1
  89. package/bin/nodes/index.d.ts +0 -20
  90. package/bin/nodes/index.d.ts.map +0 -1
  91. package/bin/nodes/index.js +0 -27
  92. package/bin/nodes/index.js.map +0 -1
@@ -1,353 +0,0 @@
1
- import { Vector2 } from '../Vector2';
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- /**
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- * 碰撞检测器
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- *
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- * 提供各种几何体之间的碰撞检测功能
6
- */
7
- export class CollisionDetector {
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- // 点与几何体碰撞检测
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- /**
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- * 点与圆形碰撞检测
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- * @param point 点
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- * @param circle 圆形
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- * @returns 碰撞信息
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- */
15
- static pointCircle(point, circle) {
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- const distance = Vector2.distance(point, circle.center);
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- const collided = distance <= circle.radius;
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- if (!collided) {
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- return { collided: false };
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- }
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- const normal = distance > 0
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- ? Vector2.subtract(point, circle.center).normalize()
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- : new Vector2(1, 0); // 默认法线
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- return {
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- collided: true,
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- normal,
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- penetration: circle.radius - distance,
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- contactPoint: point.clone()
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- };
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- }
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- /**
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- * 点与矩形碰撞检测
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- * @param point 点
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- * @param rect 矩形
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- * @returns 碰撞信息
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- */
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- static pointRect(point, rect) {
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- const collided = rect.containsPoint(point);
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- if (!collided) {
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- return { collided: false };
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- }
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- // 计算到各边的距离
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- const distLeft = point.x - rect.left;
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- const distRight = rect.right - point.x;
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- const distTop = point.y - rect.top;
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- const distBottom = rect.bottom - point.y;
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- // 找到最小距离确定法线方向
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- const minDist = Math.min(distLeft, distRight, distTop, distBottom);
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- let normal;
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- const penetration = minDist;
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- if (minDist === distLeft) {
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- normal = new Vector2(-1, 0);
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- }
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- else if (minDist === distRight) {
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- normal = new Vector2(1, 0);
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- }
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- else if (minDist === distTop) {
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- normal = new Vector2(0, -1);
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- }
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- else {
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- normal = new Vector2(0, 1);
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- }
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- return {
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- collided: true,
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- normal,
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- penetration,
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- contactPoint: point.clone()
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- };
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- }
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- // 圆形碰撞检测
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- /**
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- * 圆形与圆形碰撞检测
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- * @param circle1 第一个圆形
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- * @param circle2 第二个圆形
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- * @returns 碰撞信息
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- */
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- static circleCircle(circle1, circle2) {
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- const distance = Vector2.distance(circle1.center, circle2.center);
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- const radiusSum = circle1.radius + circle2.radius;
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- const collided = distance <= radiusSum;
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- if (!collided) {
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- return { collided: false };
83
- }
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- const normal = distance > 0
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- ? Vector2.subtract(circle2.center, circle1.center).normalize()
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- : new Vector2(1, 0); // 默认法线
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- const penetration = radiusSum - distance;
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- const contactPoint = circle1.center.clone().add(normal.clone().multiply(circle1.radius - penetration * 0.5));
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- return {
90
- collided: true,
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- normal,
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- penetration,
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- contactPoint
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- };
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- }
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- /**
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- * 圆形与矩形碰撞检测
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- * @param circle 圆形
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- * @param rect 矩形
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- * @returns 碰撞信息
101
- */
102
- static circleRect(circle, rect) {
103
- // 找到矩形上离圆心最近的点
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- const closestPoint = rect.closestPointTo(circle.center);
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- // 检查是否碰撞
106
- const distance = Vector2.distance(circle.center, closestPoint);
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- const collided = distance <= circle.radius;
108
- if (!collided) {
109
- return { collided: false };
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- }
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- // 计算法线和穿透深度
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- const normal = distance > 0
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- ? Vector2.subtract(closestPoint, circle.center).normalize()
114
- : new Vector2(0, -1); // 默认法线(圆心在矩形内部时)
115
- const penetration = circle.radius - distance;
116
- return {
117
- collided: true,
118
- normal,
119
- penetration,
120
- contactPoint: closestPoint
121
- };
122
- }
123
- // 矩形碰撞检测
124
- /**
125
- * 矩形与矩形碰撞检测(AABB)
126
- * @param rect1 第一个矩形
127
- * @param rect2 第二个矩形
128
- * @returns 碰撞信息
129
- */
130
- static rectRect(rect1, rect2) {
131
- const collided = rect1.intersects(rect2);
132
- if (!collided) {
133
- return { collided: false };
134
- }
135
- // 计算重叠区域
136
- const overlapLeft = Math.max(rect1.left, rect2.left);
137
- const overlapRight = Math.min(rect1.right, rect2.right);
138
- const overlapTop = Math.max(rect1.top, rect2.top);
139
- const overlapBottom = Math.min(rect1.bottom, rect2.bottom);
140
- const overlapWidth = overlapRight - overlapLeft;
141
- const overlapHeight = overlapBottom - overlapTop;
142
- // 确定分离方向(最小重叠轴)
143
- let normal;
144
- let penetration;
145
- if (overlapWidth < overlapHeight) {
146
- // 水平分离
147
- penetration = overlapWidth;
148
- if (rect1.centerX < rect2.centerX) {
149
- normal = new Vector2(-1, 0);
150
- }
151
- else {
152
- normal = new Vector2(1, 0);
153
- }
154
- }
155
- else {
156
- // 垂直分离
157
- penetration = overlapHeight;
158
- if (rect1.centerY < rect2.centerY) {
159
- normal = new Vector2(0, -1);
160
- }
161
- else {
162
- normal = new Vector2(0, 1);
163
- }
164
- }
165
- const contactPoint = new Vector2((overlapLeft + overlapRight) * 0.5, (overlapTop + overlapBottom) * 0.5);
166
- return {
167
- collided: true,
168
- normal,
169
- penetration,
170
- contactPoint
171
- };
172
- }
173
- // 射线投射
174
- /**
175
- * 射线与圆形相交检测
176
- * @param rayOrigin 射线起点
177
- * @param rayDirection 射线方向(单位向量)
178
- * @param circle 圆形
179
- * @param maxDistance 最大检测距离,默认无限
180
- * @returns 碰撞信息,包含距离信息
181
- */
182
- static rayCircle(rayOrigin, rayDirection, circle, maxDistance = Infinity) {
183
- const oc = Vector2.subtract(rayOrigin, circle.center);
184
- const a = rayDirection.lengthSquared;
185
- const b = 2 * Vector2.dot(oc, rayDirection);
186
- const c = oc.lengthSquared - circle.radius * circle.radius;
187
- const discriminant = b * b - 4 * a * c;
188
- if (discriminant < 0) {
189
- return { collided: false };
190
- }
191
- const sqrt = Math.sqrt(discriminant);
192
- const t1 = (-b - sqrt) / (2 * a);
193
- const t2 = (-b + sqrt) / (2 * a);
194
- // 选择最近的正距离
195
- const t = t1 >= 0 ? t1 : t2;
196
- if (t < 0 || t > maxDistance) {
197
- return { collided: false };
198
- }
199
- const contactPoint = rayOrigin.clone().add(rayDirection.clone().multiply(t));
200
- const normal = Vector2.subtract(contactPoint, circle.center).normalize();
201
- return {
202
- collided: true,
203
- normal,
204
- contactPoint,
205
- distance: t,
206
- penetration: 0 // 射线检测不计算穿透
207
- };
208
- }
209
- /**
210
- * 射线与矩形相交检测
211
- * @param rayOrigin 射线起点
212
- * @param rayDirection 射线方向(单位向量)
213
- * @param rect 矩形
214
- * @param maxDistance 最大检测距离,默认无限
215
- * @returns 碰撞信息,包含距离信息
216
- */
217
- static rayRect(rayOrigin, rayDirection, rect, maxDistance = Infinity) {
218
- // 避免除零
219
- const invDirX = rayDirection.x !== 0 ? 1 / rayDirection.x : 1e10;
220
- const invDirY = rayDirection.y !== 0 ? 1 / rayDirection.y : 1e10;
221
- // 计算与各边的交点参数
222
- const t1 = (rect.left - rayOrigin.x) * invDirX;
223
- const t2 = (rect.right - rayOrigin.x) * invDirX;
224
- const t3 = (rect.top - rayOrigin.y) * invDirY;
225
- const t4 = (rect.bottom - rayOrigin.y) * invDirY;
226
- const tmin = Math.max(Math.min(t1, t2), Math.min(t3, t4));
227
- const tmax = Math.min(Math.max(t1, t2), Math.max(t3, t4));
228
- // 没有交点或交点在射线反方向
229
- if (tmax < 0 || tmin > tmax || tmin > maxDistance) {
230
- return { collided: false };
231
- }
232
- const t = tmin >= 0 ? tmin : tmax;
233
- const contactPoint = rayOrigin.clone().add(rayDirection.clone().multiply(t));
234
- // 确定法线方向
235
- let normal;
236
- const epsilon = 1e-6;
237
- if (Math.abs(contactPoint.x - rect.left) < epsilon) {
238
- normal = new Vector2(-1, 0);
239
- }
240
- else if (Math.abs(contactPoint.x - rect.right) < epsilon) {
241
- normal = new Vector2(1, 0);
242
- }
243
- else if (Math.abs(contactPoint.y - rect.top) < epsilon) {
244
- normal = new Vector2(0, -1);
245
- }
246
- else {
247
- normal = new Vector2(0, 1);
248
- }
249
- return {
250
- collided: true,
251
- normal,
252
- contactPoint,
253
- distance: t,
254
- penetration: 0 // 射线检测不计算穿透
255
- };
256
- }
257
- // 线段相交检测
258
- /**
259
- * 线段与线段相交检测
260
- * @param p1 第一条线段起点
261
- * @param p2 第一条线段终点
262
- * @param p3 第二条线段起点
263
- * @param p4 第二条线段终点
264
- * @returns 碰撞信息
265
- */
266
- static lineSegmentLineSegment(p1, p2, p3, p4) {
267
- const d1 = Vector2.subtract(p2, p1);
268
- const d2 = Vector2.subtract(p4, p3);
269
- const d3 = Vector2.subtract(p3, p1);
270
- const cross = Vector2.cross(d1, d2);
271
- if (Math.abs(cross) < Number.EPSILON) {
272
- // 平行或共线
273
- return { collided: false };
274
- }
275
- const t1 = Vector2.cross(d3, d2) / cross;
276
- const t2 = Vector2.cross(d3, d1) / cross;
277
- if (t1 >= 0 && t1 <= 1 && t2 >= 0 && t2 <= 1) {
278
- const contactPoint = p1.clone().add(d1.clone().multiply(t1));
279
- // 计算法线(垂直于第一条线段)
280
- const normal = d1.perpendicular().normalize();
281
- return {
282
- collided: true,
283
- normal,
284
- contactPoint,
285
- penetration: 0 // 线段相交不计算穿透
286
- };
287
- }
288
- return { collided: false };
289
- }
290
- /**
291
- * 线段与圆形相交检测
292
- * @param lineStart 线段起点
293
- * @param lineEnd 线段终点
294
- * @param circle 圆形
295
- * @returns 碰撞信息
296
- */
297
- static lineSegmentCircle(lineStart, lineEnd, circle) {
298
- const d = Vector2.subtract(lineEnd, lineStart);
299
- const f = Vector2.subtract(lineStart, circle.center);
300
- const a = Vector2.dot(d, d);
301
- const b = 2 * Vector2.dot(f, d);
302
- const c = Vector2.dot(f, f) - circle.radius * circle.radius;
303
- const discriminant = b * b - 4 * a * c;
304
- if (discriminant < 0) {
305
- return { collided: false };
306
- }
307
- const sqrt = Math.sqrt(discriminant);
308
- const t1 = (-b - sqrt) / (2 * a);
309
- const t2 = (-b + sqrt) / (2 * a);
310
- // 检查交点是否在线段上
311
- const validT = [];
312
- if (t1 >= 0 && t1 <= 1)
313
- validT.push(t1);
314
- if (t2 >= 0 && t2 <= 1)
315
- validT.push(t2);
316
- if (validT.length === 0) {
317
- return { collided: false };
318
- }
319
- // 使用最近的交点
320
- const t = validT[0];
321
- const contactPoint = lineStart.clone().add(d.clone().multiply(t));
322
- const normal = Vector2.subtract(contactPoint, circle.center).normalize();
323
- return {
324
- collided: true,
325
- normal,
326
- contactPoint,
327
- penetration: 0 // 线段相交不计算穿透
328
- };
329
- }
330
- // 快速排斥测试
331
- /**
332
- * AABB包围盒快速排斥测试
333
- * @param bounds1 第一个包围盒
334
- * @param bounds2 第二个包围盒
335
- * @returns 是否可能相交
336
- */
337
- static aabbTest(bounds1, bounds2) {
338
- return bounds1.intersects(bounds2);
339
- }
340
- /**
341
- * 圆形包围盒快速排斥测试
342
- * @param center1 第一个圆心
343
- * @param radius1 第一个半径
344
- * @param center2 第二个圆心
345
- * @param radius2 第二个半径
346
- * @returns 是否可能相交
347
- */
348
- static circleTest(center1, radius1, center2, radius2) {
349
- const distance = Vector2.distance(center1, center2);
350
- return distance <= radius1 + radius2;
351
- }
352
- }
353
- //# sourceMappingURL=CollisionDetector.js.map
@@ -1 +0,0 @@
1
- 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@@ -1,7 +0,0 @@
1
- /**
2
- * 碰撞检测模块
3
- *
4
- * 提供各种几何体间的碰撞检测功能
5
- */
6
- export { CollisionDetector, type CollisionInfo } from './CollisionDetector';
7
- //# sourceMappingURL=index.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/Collision/index.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AAEH,OAAO,EAAE,iBAAiB,EAAE,KAAK,aAAa,EAAE,MAAM,qBAAqB,CAAC"}
@@ -1,7 +0,0 @@
1
- /**
2
- * 碰撞检测模块
3
- *
4
- * 提供各种几何体间的碰撞检测功能
5
- */
6
- export { CollisionDetector } from './CollisionDetector';
7
- //# sourceMappingURL=index.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/Collision/index.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AAEH,OAAO,EAAE,iBAAiB,EAAsB,MAAM,qBAAqB,CAAC"}
package/bin/Color.d.ts DELETED
@@ -1,277 +0,0 @@
1
- /**
2
- * Color utility class for game engine
3
- * 游戏引擎颜色工具类
4
- *
5
- * Provides color conversion, manipulation, and packing utilities.
6
- * 提供颜色转换、操作和打包工具。
7
- */
8
- /**
9
- * RGBA color components
10
- * RGBA 颜色分量
11
- */
12
- export interface RGBA {
13
- r: number;
14
- g: number;
15
- b: number;
16
- a: number;
17
- }
18
- /**
19
- * HSL color components
20
- * HSL 颜色分量
21
- */
22
- export interface HSL {
23
- h: number;
24
- s: number;
25
- l: number;
26
- }
27
- /**
28
- * Color class for color manipulation and conversion
29
- * 颜色类,用于颜色操作和转换
30
- */
31
- export declare class Color {
32
- /** Red component (0-255) | 红色分量 (0-255) */
33
- r: number;
34
- /** Green component (0-255) | 绿色分量 (0-255) */
35
- g: number;
36
- /** Blue component (0-255) | 蓝色分量 (0-255) */
37
- b: number;
38
- /** Alpha component (0-1) | 透明度分量 (0-1) */
39
- a: number;
40
- /** White (0xFFFFFF) | 白色 */
41
- static readonly WHITE: Color;
42
- /** Black (0x000000) | 黑色 */
43
- static readonly BLACK: Color;
44
- /** Red (0xFF0000) | 红色 */
45
- static readonly RED: Color;
46
- /** Green (0x00FF00) | 绿色 */
47
- static readonly GREEN: Color;
48
- /** Blue (0x0000FF) | 蓝色 */
49
- static readonly BLUE: Color;
50
- /** Yellow (0xFFFF00) | 黄色 */
51
- static readonly YELLOW: Color;
52
- /** Cyan (0x00FFFF) | 青色 */
53
- static readonly CYAN: Color;
54
- /** Magenta (0xFF00FF) | 品红色 */
55
- static readonly MAGENTA: Color;
56
- /** Transparent (0x00000000) | 透明 */
57
- static readonly TRANSPARENT: Color;
58
- /** Gray (0x808080) | 灰色 */
59
- static readonly GRAY: Color;
60
- /**
61
- * Create a new Color instance
62
- * 创建新的 Color 实例
63
- */
64
- constructor(r?: number, g?: number, b?: number, a?: number);
65
- /**
66
- * Create color from hex string
67
- * 从十六进制字符串创建颜色
68
- * @param hex Hex string (e.g., "#FF0000", "#F00", "FF0000") | 十六进制字符串
69
- * @param alpha Optional alpha value (0-1) | 可选的透明度值
70
- */
71
- static fromHex(hex: string, alpha?: number): Color;
72
- /**
73
- * Create color from packed uint32 (0xRRGGBB or 0xAARRGGBB)
74
- * 从打包的 uint32 创建颜色
75
- * @param value Packed color value | 打包的颜色值
76
- * @param hasAlpha Whether value includes alpha | 是否包含透明度
77
- */
78
- static fromUint32(value: number, hasAlpha?: boolean): Color;
79
- /**
80
- * Create color from HSL values
81
- * 从 HSL 值创建颜色
82
- * @param h Hue (0-360) | 色相
83
- * @param s Saturation (0-1) | 饱和度
84
- * @param l Lightness (0-1) | 亮度
85
- * @param a Alpha (0-1) | 透明度
86
- */
87
- static fromHSL(h: number, s: number, l: number, a?: number): Color;
88
- /**
89
- * Create color from normalized float values (0-1)
90
- * 从归一化浮点值创建颜色 (0-1)
91
- */
92
- static fromFloat(r: number, g: number, b: number, a?: number): Color;
93
- /**
94
- * Convert hex string to RGB
95
- * 将十六进制字符串转换为 RGB
96
- */
97
- static hexToRgb(hex: string): {
98
- r: number;
99
- g: number;
100
- b: number;
101
- };
102
- /**
103
- * Convert RGB to hex string
104
- * 将 RGB 转换为十六进制字符串
105
- */
106
- static rgbToHex(r: number, g: number, b: number): string;
107
- /**
108
- * Convert HSL to RGB
109
- * 将 HSL 转换为 RGB
110
- */
111
- static hslToRgb(h: number, s: number, l: number): {
112
- r: number;
113
- g: number;
114
- b: number;
115
- };
116
- /**
117
- * Convert RGB to HSL
118
- * 将 RGB 转换为 HSL
119
- */
120
- static rgbToHsl(r: number, g: number, b: number): HSL;
121
- /**
122
- * Pack color to uint32 (0xRRGGBB)
123
- * 打包颜色为 uint32 (0xRRGGBB)
124
- */
125
- static packRGB(r: number, g: number, b: number): number;
126
- /**
127
- * Pack color to uint32 (0xAARRGGBB)
128
- * 打包颜色为 uint32 (0xAARRGGBB)
129
- */
130
- static packARGB(r: number, g: number, b: number, a: number): number;
131
- /**
132
- * Pack color to uint32 for WebGL (0xAABBGGRR)
133
- * 打包颜色为 WebGL 格式的 uint32 (0xAABBGGRR)
134
- */
135
- static packABGR(r: number, g: number, b: number, a: number): number;
136
- /**
137
- * Pack hex string and alpha to WebGL uint32 (0xAABBGGRR)
138
- * 将十六进制字符串和透明度打包为 WebGL 格式 uint32
139
- */
140
- static packHexAlpha(hex: string, alpha: number): number;
141
- /**
142
- * Unpack uint32 to RGBA (assumes 0xAARRGGBB)
143
- * 解包 uint32 为 RGBA (假设格式为 0xAARRGGBB)
144
- */
145
- static unpackARGB(value: number): RGBA;
146
- /**
147
- * Unpack uint32 to RGBA (assumes 0xAABBGGRR - WebGL format)
148
- * 解包 uint32 为 RGBA (假设格式为 0xAABBGGRR - WebGL 格式)
149
- */
150
- static unpackABGR(value: number): RGBA;
151
- /**
152
- * Interpolate between two colors
153
- * 在两个颜色之间插值
154
- */
155
- static lerp(from: Color, to: Color, t: number): Color;
156
- /**
157
- * Interpolate between two packed uint32 colors (0xRRGGBB)
158
- * 在两个打包的 uint32 颜色之间插值
159
- */
160
- static lerpUint32(from: number, to: number, t: number): number;
161
- /**
162
- * Mix two colors
163
- * 混合两个颜色
164
- */
165
- static mix(color1: Color, color2: Color, ratio?: number): Color;
166
- /**
167
- * Lighten a color
168
- * 使颜色变亮
169
- */
170
- static lighten(color: Color, amount: number): Color;
171
- /**
172
- * Darken a color
173
- * 使颜色变暗
174
- */
175
- static darken(color: Color, amount: number): Color;
176
- /**
177
- * Saturate a color
178
- * 增加颜色饱和度
179
- */
180
- static saturate(color: Color, amount: number): Color;
181
- /**
182
- * Desaturate a color
183
- * 降低颜色饱和度
184
- */
185
- static desaturate(color: Color, amount: number): Color;
186
- /**
187
- * Invert a color
188
- * 反转颜色
189
- */
190
- static invert(color: Color): Color;
191
- /**
192
- * Convert color to grayscale
193
- * 将颜色转换为灰度
194
- */
195
- static grayscale(color: Color): Color;
196
- /**
197
- * Get color luminance (perceived brightness)
198
- * 获取颜色亮度(感知亮度)
199
- */
200
- static luminance(color: Color): number;
201
- /**
202
- * Get contrast ratio between two colors
203
- * 获取两个颜色之间的对比度
204
- */
205
- static contrastRatio(color1: Color, color2: Color): number;
206
- /**
207
- * Convert to hex string
208
- * 转换为十六进制字符串
209
- */
210
- toHex(): string;
211
- /**
212
- * Convert to hex string with alpha
213
- * 转换为带透明度的十六进制字符串
214
- */
215
- toHexAlpha(): string;
216
- /**
217
- * Convert to CSS rgba string
218
- * 转换为 CSS rgba 字符串
219
- */
220
- toRgba(): string;
221
- /**
222
- * Convert to CSS rgb string
223
- * 转换为 CSS rgb 字符串
224
- */
225
- toRgb(): string;
226
- /**
227
- * Convert to HSL
228
- * 转换为 HSL
229
- */
230
- toHSL(): HSL;
231
- /**
232
- * Pack to uint32 (0xRRGGBB)
233
- * 打包为 uint32 (0xRRGGBB)
234
- */
235
- toUint32(): number;
236
- /**
237
- * Pack to uint32 with alpha (0xAARRGGBB)
238
- * 打包为带透明度的 uint32 (0xAARRGGBB)
239
- */
240
- toUint32Alpha(): number;
241
- /**
242
- * Pack to WebGL uint32 (0xAABBGGRR)
243
- * 打包为 WebGL 格式 uint32 (0xAABBGGRR)
244
- */
245
- toWebGL(): number;
246
- /**
247
- * Get normalized float array [r, g, b, a] (0-1)
248
- * 获取归一化浮点数组 [r, g, b, a] (0-1)
249
- */
250
- toFloatArray(): [number, number, number, number];
251
- /**
252
- * Clone this color
253
- * 克隆此颜色
254
- */
255
- clone(): Color;
256
- /**
257
- * Set color values
258
- * 设置颜色值
259
- */
260
- set(r: number, g: number, b: number, a?: number): this;
261
- /**
262
- * Copy from another color
263
- * 从另一个颜色复制
264
- */
265
- copy(other: Color): this;
266
- /**
267
- * Check equality with another color
268
- * 检查与另一个颜色是否相等
269
- */
270
- equals(other: Color): boolean;
271
- /**
272
- * String representation
273
- * 字符串表示
274
- */
275
- toString(): string;
276
- }
277
- //# sourceMappingURL=Color.d.ts.map
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