@esengine/ecs-framework-math 2.10.3 → 2.11.0

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package/dist/index.d.ts CHANGED
@@ -1,5 +1,5 @@
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  /**
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- * @esengine/ecs-framework-math v2.10.3
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+ * @esengine/ecs-framework-math v2.11.0
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  * TypeScript definitions
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  */
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  /**
@@ -239,82 +239,144 @@ declare class Vector2 implements IVector2 {
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  */
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  exactEquals(other: Vector2): boolean;
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  /**
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- * 向量加法(静态方法)
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- * @param a 向量a
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- * @param b 向量b
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- * @returns 新的结果向量
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- */
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- static add(a: Vector2, b: Vector2): Vector2;
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+ * @zh 向量加法(静态方法)
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+ * @en Vector addition (static method)
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+ * @param a - @zh 向量a @en Vector a
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+ * @param b - @zh 向量b @en Vector b
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+ * @returns @zh 新的结果向量 @en New result vector
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+ */
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+ static add(a: IVector2, b: IVector2): Vector2;
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  /**
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- * 向量减法(静态方法)
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- * @param a 向量a
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- * @param b 向量b
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- * @returns 新的结果向量
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- */
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- static subtract(a: Vector2, b: Vector2): Vector2;
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+ * @zh 向量减法(静态方法)
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+ * @en Vector subtraction (static method)
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+ * @param a - @zh 向量a @en Vector a
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+ * @param b - @zh 向量b @en Vector b
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+ * @returns @zh 新的结果向量 @en New result vector
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+ */
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+ static subtract(a: IVector2, b: IVector2): Vector2;
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  /**
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- * 向量数乘(静态方法)
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- * @param vector 向量
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- * @param scalar 标量
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- * @returns 新的结果向量
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- */
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- static multiply(vector: Vector2, scalar: number): Vector2;
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+ * @zh 向量数乘(静态方法)
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+ * @en Scalar multiplication (static method)
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+ * @param vector - @zh 向量 @en Vector
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+ * @param scalar - @zh 标量 @en Scalar
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+ * @returns @zh 新的结果向量 @en New result vector
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+ */
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+ static multiply(vector: IVector2, scalar: number): Vector2;
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  /**
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- * 向量点积(静态方法)
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- * @param a 向量a
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- * @param b 向量b
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- * @returns 点积值
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- */
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- static dot(a: Vector2, b: Vector2): number;
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+ * @zh 向量点积(静态方法)
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+ * @en Dot product (static method)
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+ * @param a - @zh 向量a @en Vector a
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+ * @param b - @zh 向量b @en Vector b
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+ * @returns @zh 点积值 @en Dot product value
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+ */
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+ static dot(a: IVector2, b: IVector2): number;
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  /**
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- * 向量叉积(静态方法)
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- * @param a 向量a
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- * @param b 向量b
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- * @returns 叉积值
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- */
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- static cross(a: Vector2, b: Vector2): number;
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+ * @zh 向量叉积(静态方法,返回标量)
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+ * @en Cross product (static method, returns scalar)
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+ * @param a - @zh 向量a @en Vector a
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+ * @param b - @zh 向量b @en Vector b
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+ * @returns @zh 叉积值(z分量)@en Cross product value (z component)
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+ */
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+ static cross(a: IVector2, b: IVector2): number;
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  /**
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- * 计算两点间距离(静态方法)
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- * @param a 点a
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- * @param b 点b
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- * @returns 距离值
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- */
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- static distance(a: Vector2, b: Vector2): number;
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+ * @zh 行列式(等同于叉积)
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+ * @en Determinant (same as cross product)
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+ * @param a - @zh 向量a @en Vector a
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+ * @param b - @zh 向量b @en Vector b
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+ * @returns @zh 行列式值 @en Determinant value
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+ */
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+ static det(a: IVector2, b: IVector2): number;
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  /**
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- * 线性插值(静态方法)
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- * @param a 起始向量
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- * @param b 目标向量
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- * @param t 插值参数(0到1)
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- * @returns 新的插值结果向量
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- */
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- static lerp(a: Vector2, b: Vector2, t: number): Vector2;
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+ * @zh 计算向量长度的平方(静态方法)
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+ * @en Calculate squared length of vector (static method)
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+ * @param v - @zh 向量 @en Vector
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+ * @returns @zh 长度的平方 @en Squared length
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+ */
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+ static lengthSq(v: IVector2): number;
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  /**
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- * 从角度创建单位向量(静态方法)
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- * @param angle 角度(弧度)
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- * @returns 新的单位向量
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- */
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+ * @zh 计算向量长度(静态方法)
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+ * @en Calculate length of vector (static method)
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+ * @param v - @zh 向量 @en Vector
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+ * @returns @zh 长度 @en Length
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+ */
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+ static len(v: IVector2): number;
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+ /**
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+ * @zh 归一化向量(静态方法)
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+ * @en Normalize vector (static method)
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+ * @param v - @zh 向量 @en Vector
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+ * @returns @zh 单位向量 @en Unit vector
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+ */
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+ static normalize(v: IVector2): Vector2;
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+ /**
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+ * @zh 计算两点间距离(静态方法)
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+ * @en Calculate distance between two points (static method)
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+ * @param a - @zh 点a @en Point a
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+ * @param b - @zh 点b @en Point b
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+ * @returns @zh 距离值 @en Distance value
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+ */
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+ static distance(a: IVector2, b: IVector2): number;
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+ /**
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+ * @zh 计算两点间距离的平方(静态方法)
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+ * @en Calculate squared distance between two points (static method)
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+ * @param a - @zh 点a @en Point a
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+ * @param b - @zh 点b @en Point b
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+ * @returns @zh 距离的平方 @en Squared distance
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+ */
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+ static distanceSq(a: IVector2, b: IVector2): number;
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+ /**
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+ * @zh 线性插值(静态方法)
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+ * @en Linear interpolation (static method)
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+ * @param a - @zh 起始向量 @en Start vector
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+ * @param b - @zh 目标向量 @en Target vector
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+ * @param t - @zh 插值参数(0到1)@en Interpolation parameter (0 to 1)
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+ * @returns @zh 新的插值结果向量 @en New interpolated result vector
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+ */
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+ static lerp(a: IVector2, b: IVector2, t: number): Vector2;
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+ /**
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+ * @zh 从角度创建单位向量(静态方法)
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+ * @en Create unit vector from angle (static method)
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+ * @param angle - @zh 角度(弧度)@en Angle (radians)
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+ * @returns @zh 新的单位向量 @en New unit vector
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+ */
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  static fromAngle(angle: number): Vector2;
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  /**
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- * 从极坐标创建向量(静态方法)
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- * @param length 长度
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- * @param angle 角度(弧度)
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- * @returns 新的向量
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- */
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- static fromPolar(length: number, angle: number): Vector2;
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+ * @zh 从极坐标创建向量(静态方法)
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+ * @en Create vector from polar coordinates (static method)
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+ * @param len - @zh 长度 @en Length
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+ * @param angle - @zh 角度(弧度)@en Angle (radians)
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+ * @returns @zh 新的向量 @en New vector
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+ */
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+ static fromPolar(len: number, angle: number): Vector2;
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  /**
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- * 获取两个向量中的最小分量向量(静态方法)
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- * @param a 向量a
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- * @param b 向量b
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- * @returns 新的最小分量向量
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- */
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- static min(a: Vector2, b: Vector2): Vector2;
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+ * @zh 获取两个向量中的最小分量向量(静态方法)
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+ * @en Get minimum component vector of two vectors (static method)
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+ * @param a - @zh 向量a @en Vector a
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+ * @param b - @zh 向量b @en Vector b
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+ * @returns @zh 新的最小分量向量 @en New minimum component vector
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+ */
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+ static min(a: IVector2, b: IVector2): Vector2;
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  /**
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- * 获取两个向量中的最大分量向量(静态方法)
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- * @param a 向量a
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- * @param b 向量b
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- * @returns 新的最大分量向量
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- */
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- static max(a: Vector2, b: Vector2): Vector2;
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+ * @zh 获取两个向量中的最大分量向量(静态方法)
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+ * @en Get maximum component vector of two vectors (static method)
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+ * @param a - @zh 向量a @en Vector a
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+ * @param b - @zh 向量b @en Vector b
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+ * @returns @zh 新的最大分量向量 @en New maximum component vector
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+ */
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+ static max(a: IVector2, b: IVector2): Vector2;
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+ /**
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+ * @zh 获取左垂直向量(逆时针旋转90度)(静态方法)
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+ * @en Get left perpendicular vector (rotate 90 degrees counter-clockwise) (static method)
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+ * @param v - @zh 向量 @en Vector
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+ * @returns @zh 新的垂直向量 @en New perpendicular vector
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+ */
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+ static perpLeft(v: IVector2): Vector2;
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+ /**
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+ * @zh 获取右垂直向量(顺时针旋转90度)(静态方法)
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+ * @en Get right perpendicular vector (rotate 90 degrees clockwise) (static method)
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+ * @param v - @zh 向量 @en Vector
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+ * @returns @zh 新的垂直向量 @en New perpendicular vector
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+ */
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+ static perpRight(v: IVector2): Vector2;
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  /**
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  * 转换为字符串
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  * @returns 字符串表示
@@ -1419,6 +1481,189 @@ declare class Circle {
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  };
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  }
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+ /**
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+ * @zh 多边形工具函数
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+ * @en Polygon utility functions
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+ *
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+ * @zh 提供多边形顶点顺序检测、面积计算等实用函数
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+ * @en Provides polygon vertex order detection, area calculation and other utilities
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+ */
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+ declare class Polygon {
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+ /**
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+ * @zh 计算多边形的有符号面积(鞋带公式)
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+ * @en Calculate signed area of polygon (Shoelace formula)
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+ *
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+ * @zh 在标准坐标系(Y轴向上)中:
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+ * @en In standard coordinate system (Y-axis up):
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+ * - @zh 正值表示逆时针(CCW)顺序
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+ * - @en Positive value indicates counter-clockwise (CCW) order
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+ * - @zh 负值表示顺时针(CW)顺序
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+ * - @en Negative value indicates clockwise (CW) order
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+ *
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+ * @zh 在 Y 轴向下的坐标系中(如 Canvas),符号相反
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+ * @en In Y-axis down coordinate system (like Canvas), the sign is inverted
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+ *
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+ * @param vertices - @zh 多边形顶点数组 @en Array of polygon vertices
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+ * @returns @zh 有符号面积 @en Signed area
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+ *
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+ * @example
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+ * ```typescript
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+ * // CCW square in Y-up coords
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+ * const vertices = [
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+ * { x: 0, y: 0 },
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+ * { x: 1, y: 0 },
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+ * { x: 1, y: 1 },
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+ * { x: 0, y: 1 }
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+ * ];
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+ * const area = Polygon.signedArea(vertices); // > 0 (CCW)
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+ * ```
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+ */
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+ static signedArea(vertices: readonly IVector2[]): number;
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+ /**
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+ * @zh 计算多边形的绝对面积
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+ * @en Calculate absolute area of polygon
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+ *
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+ * @param vertices - @zh 多边形顶点数组 @en Array of polygon vertices
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+ * @returns @zh 绝对面积 @en Absolute area
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+ */
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+ static area(vertices: readonly IVector2[]): number;
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+ /**
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+ * @zh 检查多边形顶点是否为逆时针(CCW)顺序
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+ * @en Check if polygon vertices are in counter-clockwise (CCW) order
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+ *
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+ * @zh 注意:这是基于标准数学坐标系(Y轴向上)
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+ * @en Note: This is based on standard math coordinate system (Y-axis up)
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+ *
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+ * @zh 在 Canvas/屏幕坐标系(Y轴向下)中,
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+ * @en In Canvas/screen coordinate system (Y-axis down),
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+ * @zh 视觉上的 CCW 实际上在数学上是 CW,反之亦然
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+ * @en visual CCW is actually mathematical CW, and vice versa
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+ *
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+ * @param vertices - @zh 多边形顶点数组 @en Array of polygon vertices
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+ * @param yAxisDown - @zh 是否使用 Y 轴向下的坐标系(默认 false)
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+ * @en Whether using Y-axis down coordinate system (default false)
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+ * @returns @zh 是否为 CCW 顺序 @en Whether in CCW order
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+ *
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+ * @example
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+ * ```typescript
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+ * // For standard Y-up coordinates (math, physics)
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+ * const isCCW = Polygon.isCCW(vertices);
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+ *
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+ * // For Y-down coordinates (Canvas, screen)
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+ * const isCCW = Polygon.isCCW(vertices, true);
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+ * ```
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+ */
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+ static isCCW(vertices: readonly IVector2[], yAxisDown?: boolean): boolean;
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+ /**
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+ * @zh 检查多边形顶点是否为顺时针(CW)顺序
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+ * @en Check if polygon vertices are in clockwise (CW) order
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+ *
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+ * @param vertices - @zh 多边形顶点数组 @en Array of polygon vertices
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+ * @param yAxisDown - @zh 是否使用 Y 轴向下的坐标系(默认 false)
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+ * @en Whether using Y-axis down coordinate system (default false)
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+ * @returns @zh 是否为 CW 顺序 @en Whether in CW order
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+ */
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+ static isCW(vertices: readonly IVector2[], yAxisDown?: boolean): boolean;
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+ /**
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+ * @zh 反转多边形顶点顺序
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+ * @en Reverse polygon vertex order
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+ *
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+ * @zh 将 CCW 转换为 CW,或将 CW 转换为 CCW
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+ * @en Converts CCW to CW, or CW to CCW
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+ *
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+ * @param vertices - @zh 多边形顶点数组 @en Array of polygon vertices
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+ * @returns @zh 反转后的新数组 @en New array with reversed order
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+ */
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+ static reverse<T extends IVector2>(vertices: readonly T[]): T[];
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+ /**
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+ * @zh 原地反转多边形顶点顺序
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+ * @en Reverse polygon vertex order in place
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+ *
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+ * @param vertices - @zh 多边形顶点数组(会被修改)@en Array of polygon vertices (will be modified)
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+ */
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+ static reverseInPlace<T extends IVector2>(vertices: T[]): void;
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+ /**
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+ * @zh 确保多边形顶点为逆时针(CCW)顺序
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+ * @en Ensure polygon vertices are in counter-clockwise (CCW) order
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+ *
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+ * @zh 如果顶点已经是 CCW 顺序,返回原数组的副本
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+ * @en If vertices are already in CCW order, returns a copy of the original array
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+ * @zh 如果是 CW 顺序,返回反转后的新数组
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+ * @en If in CW order, returns a new array with reversed order
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+ *
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+ * @param vertices - @zh 多边形顶点数组 @en Array of polygon vertices
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+ * @param yAxisDown - @zh 是否使用 Y 轴向下的坐标系(默认 false)
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+ * @en Whether using Y-axis down coordinate system (default false)
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+ * @returns @zh CCW 顺序的顶点数组 @en Array of vertices in CCW order
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+ *
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+ * @example
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+ * ```typescript
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+ * // For ORCA/RVO2 obstacle avoidance (Y-up math coordinates)
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+ * const ccwVertices = Polygon.ensureCCW(obstacle.vertices);
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+ *
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+ * // For Canvas rendering (Y-down screen coordinates)
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+ * const ccwVertices = Polygon.ensureCCW(obstacle.vertices, true);
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+ * ```
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+ */
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+ static ensureCCW<T extends IVector2>(vertices: readonly T[], yAxisDown?: boolean): T[];
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+ /**
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+ * @zh 确保多边形顶点为顺时针(CW)顺序
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+ * @en Ensure polygon vertices are in clockwise (CW) order
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+ *
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+ * @param vertices - @zh 多边形顶点数组 @en Array of polygon vertices
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+ * @param yAxisDown - @zh 是否使用 Y 轴向下的坐标系(默认 false)
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+ * @en Whether using Y-axis down coordinate system (default false)
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+ * @returns @zh CW 顺序的顶点数组 @en Array of vertices in CW order
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+ */
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+ static ensureCW<T extends IVector2>(vertices: readonly T[], yAxisDown?: boolean): T[];
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+ /**
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+ * @zh 计算多边形的质心(重心)
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+ * @en Calculate polygon centroid (center of mass)
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+ *
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+ * @param vertices - @zh 多边形顶点数组 @en Array of polygon vertices
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+ * @returns @zh 质心坐标 @en Centroid coordinates
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+ */
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+ static centroid(vertices: readonly IVector2[]): IVector2;
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+ /**
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+ * @zh 检查点是否在多边形内部(射线法)
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+ * @en Check if point is inside polygon (ray casting)
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+ *
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+ * @param point - @zh 要检查的点 @en Point to check
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+ * @param vertices - @zh 多边形顶点数组 @en Array of polygon vertices
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+ * @returns @zh 点是否在多边形内部 @en Whether point is inside polygon
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+ */
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+ static containsPoint(point: IVector2, vertices: readonly IVector2[]): boolean;
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+ /**
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+ * @zh 检查多边形是否为凸多边形
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+ * @en Check if polygon is convex
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+ *
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+ * @param vertices - @zh 多边形顶点数组 @en Array of polygon vertices
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+ * @returns @zh 是否为凸多边形 @en Whether polygon is convex
1642
+ */
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+ static isConvex(vertices: readonly IVector2[]): boolean;
1644
+ /**
1645
+ * @zh 计算多边形的周长
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+ * @en Calculate polygon perimeter
1647
+ *
1648
+ * @param vertices - @zh 多边形顶点数组 @en Array of polygon vertices
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+ * @returns @zh 周长 @en Perimeter
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+ */
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+ static perimeter(vertices: readonly IVector2[]): number;
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+ /**
1653
+ * @zh 获取多边形的边界框
1654
+ * @en Get polygon bounding box
1655
+ *
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+ * @param vertices - @zh 多边形顶点数组 @en Array of polygon vertices
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+ * @returns @zh 边界框 { minX, minY, maxX, maxY } @en Bounding box
1658
+ */
1659
+ static bounds(vertices: readonly IVector2[]): {
1660
+ minX: number;
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+ minY: number;
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+ maxX: number;
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+ maxY: number;
1664
+ };
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+ }
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+
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  /**
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  * @zh Q16.16 定点数,用于确定性计算(帧同步)
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  * @en Q16.16 fixed-point number for deterministic calculations (lockstep)
@@ -10171,5 +10416,5 @@ declare const MathNodeDefinitions: {
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  executor: MakeVector2Executor;
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  }[];
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10418
 
10174
- export { BreakColorExecutor, BreakColorTemplate, BreakFixedVector2Executor, BreakFixedVector2Template, BreakVector2Executor, BreakVector2Template, CachedInterpolator, Circle, CollisionDetector, Color, ColorConstantsExecutor, ColorConstantsTemplate, ColorDarkenExecutor, ColorDarkenTemplate, ColorDesaturateExecutor, ColorDesaturateTemplate, ColorFromHSLExecutor, ColorFromHSLTemplate, ColorFromHexExecutor, ColorFromHexTemplate, ColorGrayscaleExecutor, ColorGrayscaleTemplate, ColorInvertExecutor, ColorInvertTemplate, ColorLerpExecutor, ColorLerpTemplate, ColorLightenExecutor, ColorLightenTemplate, ColorLuminanceExecutor, ColorLuminanceTemplate, ColorNodeDefinitions, ColorSaturateExecutor, ColorSaturateTemplate, ColorToHSLExecutor, ColorToHSLTemplate, ColorToHexExecutor, ColorToHexTemplate, Easing, Fixed32, Fixed32AbsExecutor, Fixed32AbsTemplate, Fixed32AddExecutor, Fixed32AddTemplate, Fixed32CeilExecutor, Fixed32CeilTemplate, Fixed32ClampExecutor, Fixed32ClampTemplate, Fixed32CompareExecutor, Fixed32CompareTemplate, Fixed32ConstantsExecutor, Fixed32ConstantsTemplate, Fixed32DivideExecutor, Fixed32DivideTemplate, Fixed32FloorExecutor, Fixed32FloorTemplate, Fixed32FromExecutor, Fixed32FromIntExecutor, Fixed32FromIntTemplate, Fixed32FromTemplate, Fixed32IsZeroExecutor, Fixed32IsZeroTemplate, Fixed32LerpExecutor, Fixed32LerpTemplate, Fixed32MaxExecutor, Fixed32MaxTemplate, Fixed32MinExecutor, Fixed32MinTemplate, Fixed32MultiplyExecutor, Fixed32MultiplyTemplate, Fixed32NegateExecutor, Fixed32NegateTemplate, Fixed32RoundExecutor, Fixed32RoundTemplate, Fixed32SignExecutor, Fixed32SignTemplate, Fixed32SqrtExecutor, Fixed32SqrtTemplate, Fixed32SubtractExecutor, Fixed32SubtractTemplate, Fixed32ToFloatExecutor, Fixed32ToFloatTemplate, Fixed32ToIntExecutor, Fixed32ToIntTemplate, FixedMath, FixedNodeDefinitions, FixedVector2, FixedVector2AddExecutor, FixedVector2AddTemplate, FixedVector2CrossExecutor, FixedVector2CrossTemplate, FixedVector2DistanceExecutor, FixedVector2DistanceTemplate, FixedVector2DotExecutor, FixedVector2DotTemplate, FixedVector2LengthExecutor, FixedVector2LengthTemplate, FixedVector2LerpExecutor, FixedVector2LerpTemplate, FixedVector2NegateExecutor, FixedVector2NegateTemplate, FixedVector2NormalizeExecutor, FixedVector2NormalizeTemplate, FixedVector2ScaleExecutor, FixedVector2ScaleTemplate, FixedVector2SubtractExecutor, FixedVector2SubtractTemplate, FixedVectorNodeDefinitions, Interpolation, MakeColorExecutor, MakeColorTemplate, MakeFixedVector2Executor, MakeFixedVector2Template, MakeVector2Executor, MakeVector2Template, MathNodeDefinitions, MathUtils, Matrix3, Rectangle, Vector2, Vector2AddExecutor, Vector2AddTemplate, Vector2CrossExecutor, Vector2CrossTemplate, Vector2DistanceExecutor, Vector2DistanceTemplate, Vector2DotExecutor, Vector2DotTemplate, Vector2FromAngleExecutor, Vector2FromAngleTemplate, Vector2LengthExecutor, Vector2LengthTemplate, Vector2LerpExecutor, Vector2LerpTemplate, Vector2NormalizeExecutor, Vector2NormalizeTemplate, Vector2RotateExecutor, Vector2RotateTemplate, Vector2ScaleExecutor, Vector2ScaleTemplate, Vector2SubtractExecutor, Vector2SubtractTemplate, Vector3, VectorNodeDefinitions };
10419
+ export { BreakColorExecutor, BreakColorTemplate, BreakFixedVector2Executor, BreakFixedVector2Template, BreakVector2Executor, BreakVector2Template, CachedInterpolator, Circle, CollisionDetector, Color, ColorConstantsExecutor, ColorConstantsTemplate, ColorDarkenExecutor, ColorDarkenTemplate, ColorDesaturateExecutor, ColorDesaturateTemplate, ColorFromHSLExecutor, ColorFromHSLTemplate, ColorFromHexExecutor, ColorFromHexTemplate, ColorGrayscaleExecutor, ColorGrayscaleTemplate, ColorInvertExecutor, ColorInvertTemplate, ColorLerpExecutor, ColorLerpTemplate, ColorLightenExecutor, ColorLightenTemplate, ColorLuminanceExecutor, ColorLuminanceTemplate, ColorNodeDefinitions, ColorSaturateExecutor, ColorSaturateTemplate, ColorToHSLExecutor, ColorToHSLTemplate, ColorToHexExecutor, ColorToHexTemplate, Easing, Fixed32, Fixed32AbsExecutor, Fixed32AbsTemplate, Fixed32AddExecutor, Fixed32AddTemplate, Fixed32CeilExecutor, Fixed32CeilTemplate, Fixed32ClampExecutor, Fixed32ClampTemplate, Fixed32CompareExecutor, Fixed32CompareTemplate, Fixed32ConstantsExecutor, Fixed32ConstantsTemplate, Fixed32DivideExecutor, Fixed32DivideTemplate, Fixed32FloorExecutor, Fixed32FloorTemplate, Fixed32FromExecutor, Fixed32FromIntExecutor, Fixed32FromIntTemplate, Fixed32FromTemplate, Fixed32IsZeroExecutor, Fixed32IsZeroTemplate, Fixed32LerpExecutor, Fixed32LerpTemplate, Fixed32MaxExecutor, Fixed32MaxTemplate, Fixed32MinExecutor, Fixed32MinTemplate, Fixed32MultiplyExecutor, Fixed32MultiplyTemplate, Fixed32NegateExecutor, Fixed32NegateTemplate, Fixed32RoundExecutor, Fixed32RoundTemplate, Fixed32SignExecutor, Fixed32SignTemplate, Fixed32SqrtExecutor, Fixed32SqrtTemplate, Fixed32SubtractExecutor, Fixed32SubtractTemplate, Fixed32ToFloatExecutor, Fixed32ToFloatTemplate, Fixed32ToIntExecutor, Fixed32ToIntTemplate, FixedMath, FixedNodeDefinitions, FixedVector2, FixedVector2AddExecutor, FixedVector2AddTemplate, FixedVector2CrossExecutor, FixedVector2CrossTemplate, FixedVector2DistanceExecutor, FixedVector2DistanceTemplate, FixedVector2DotExecutor, FixedVector2DotTemplate, FixedVector2LengthExecutor, FixedVector2LengthTemplate, FixedVector2LerpExecutor, FixedVector2LerpTemplate, FixedVector2NegateExecutor, FixedVector2NegateTemplate, FixedVector2NormalizeExecutor, FixedVector2NormalizeTemplate, FixedVector2ScaleExecutor, FixedVector2ScaleTemplate, FixedVector2SubtractExecutor, FixedVector2SubtractTemplate, FixedVectorNodeDefinitions, Interpolation, MakeColorExecutor, MakeColorTemplate, MakeFixedVector2Executor, MakeFixedVector2Template, MakeVector2Executor, MakeVector2Template, MathNodeDefinitions, MathUtils, Matrix3, Polygon, Rectangle, Vector2, Vector2AddExecutor, Vector2AddTemplate, Vector2CrossExecutor, Vector2CrossTemplate, Vector2DistanceExecutor, Vector2DistanceTemplate, Vector2DotExecutor, Vector2DotTemplate, Vector2FromAngleExecutor, Vector2FromAngleTemplate, Vector2LengthExecutor, Vector2LengthTemplate, Vector2LerpExecutor, Vector2LerpTemplate, Vector2NormalizeExecutor, Vector2NormalizeTemplate, Vector2RotateExecutor, Vector2RotateTemplate, Vector2ScaleExecutor, Vector2ScaleTemplate, Vector2SubtractExecutor, Vector2SubtractTemplate, Vector3, VectorNodeDefinitions };
10175
10420
  export type { CollisionInfo, HSL, IFixed32, IFixedVector2, IVector2, IVector3, InterpolatorFunction, Keyframe, RGBA };