新增子模块与文件迁移
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220
source/src/Utils/Extensions/RectangleExt.ts
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220
source/src/Utils/Extensions/RectangleExt.ts
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module es {
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export class RectangleExt {
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/**
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* 获取指定边的位置
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* @param rect
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* @param edge
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*/
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public static getSide(rect: Rectangle, edge: Edge) {
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switch (edge) {
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case Edge.top:
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return rect.top;
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case Edge.bottom:
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return rect.bottom;
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case es.Edge.left:
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return rect.left;
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case Edge.right:
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return rect.right;
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}
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}
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/**
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* 计算两个矩形的并集。结果将是一个包含其他两个的矩形。
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* @param first
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* @param point
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*/
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public static union(first: Rectangle, point: Vector2) {
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let rect = new Rectangle(point.x, point.y, 0, 0);
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let result = new Rectangle();
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result.x = Math.min(first.x, rect.x);
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result.y = Math.min(first.y, rect.y);
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result.width = Math.max(first.right, rect.right) - result.x;
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result.height = Math.max(first.bottom, rect.bottom) - result.y;
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return result;
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}
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public static getHalfRect(rect: Rectangle, edge: Edge) {
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switch (edge) {
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case Edge.top:
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return new Rectangle(rect.x, rect.y, rect.width, rect.height / 2);
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case Edge.bottom:
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return new Rectangle(rect.x, rect.y + rect.height / 2, rect.width, rect.height / 2);
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case Edge.left:
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return new Rectangle(rect.x, rect.y, rect.width / 2, rect.height);
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case Edge.right:
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return new Rectangle(rect.x + rect.width / 2, rect.y, rect.width / 2, rect.height);
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}
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}
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/**
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* 获取矩形的一部分,其宽度/高度的大小位于矩形的边缘,但仍然包含在其中。
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* @param rect
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* @param edge
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* @param size
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*/
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public static getRectEdgePortion(rect: Rectangle, edge: Edge, size: number = 1) {
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switch (edge) {
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case es.Edge.top:
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return new Rectangle(rect.x, rect.y, rect.width, size);
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case Edge.bottom:
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return new Rectangle(rect.x, rect.y + rect.height - size, rect.width, size);
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case Edge.left:
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return new Rectangle(rect.x, rect.y, size, rect.height);
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case Edge.right:
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return new Rectangle(rect.x + rect.width - size, rect.y, size, rect.height);
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}
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}
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public static expandSide(rect: Rectangle, edge: Edge, amount: number) {
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amount = Math.abs(amount);
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switch (edge) {
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case Edge.top:
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rect.y -= amount;
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rect.height += amount;
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break;
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case es.Edge.bottom:
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rect.height += amount;
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break;
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case Edge.left:
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rect.x -= amount;
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rect.width += amount;
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break;
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case Edge.right:
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rect.width += amount;
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break;
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}
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}
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public static contract(rect: Rectangle, horizontalAmount, verticalAmount) {
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rect.x += horizontalAmount;
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rect.y += verticalAmount;
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rect.width -= horizontalAmount * 2;
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rect.height -= verticalAmount * 2;
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}
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/**
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* 给定多边形的点,计算其边界
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* @param points
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*/
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public static boundsFromPolygonVector(points: Vector2[]) {
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// 我们需要找到最小/最大的x/y值。
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let minX = Number.POSITIVE_INFINITY;
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let minY = Number.POSITIVE_INFINITY;
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let maxX = Number.NEGATIVE_INFINITY;
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let maxY = Number.NEGATIVE_INFINITY;
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for (let i = 0; i < points.length; i ++) {
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let pt = points[i];
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if (pt.x < minX)
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minX = pt.x;
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if (pt.x > maxX)
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maxX = pt.x;
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if (pt.y < minY)
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minY = pt.y;
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if (pt.y > maxY)
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maxY = pt.y;
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}
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return this.fromMinMaxVector(new Vector2(minX, minY), new Vector2(maxX, maxY));
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}
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/**
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* 创建一个给定最小/最大点(左上角,右下角)的矩形
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* @param min
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* @param max
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*/
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public static fromMinMaxVector(min: Vector2, max: Vector2) {
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return new Rectangle(min.x, min.y, max.x - min.x, max.y - min.y);
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}
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/**
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* 返回一个跨越当前边界和提供的delta位置的Bounds
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* @param rect
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* @param deltaX
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* @param deltaY
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*/
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public static getSweptBroadphaseBounds(rect: Rectangle, deltaX: number, deltaY: number){
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let broadphasebox = Rectangle.empty;
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broadphasebox.x = deltaX > 0 ? rect.x : rect.x + deltaX;
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broadphasebox.y = deltaY > 0 ? rect.y : rect.y + deltaY;
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broadphasebox.width = deltaX > 0 ? deltaX + rect.width : rect.width - deltaX;
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broadphasebox.height = deltaY > 0 ? deltaY + rect.height : rect.height - deltaY;
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return broadphasebox;
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}
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/**
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* 如果矩形发生碰撞,返回true
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* moveX和moveY将返回b1为避免碰撞而必须移动的移动量
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* @param rect
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* @param other
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* @param moveX
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* @param moveY
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*/
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public collisionCheck(rect: Rectangle, other: Rectangle, moveX: Ref<number>, moveY: Ref<number>) {
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moveX.value = moveY.value = 0;
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let l = other.x - (rect.x + rect.width);
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let r = (other.x + other.width) - rect.x;
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let t = other.y - (rect.y + rect.height);
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let b = (other.y + other.height) - rect.y;
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// 检验是否有碰撞
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if (l > 0 || r < 0 || t > 0 || b < 0)
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return false;
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// 求两边的偏移量
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moveX.value = Math.abs(l) < r ? l : r;
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moveY.value = Math.abs(t) < b ? t : b;
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// 只使用最小的偏移量
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if (Math.abs(moveX.value) < Math.abs(moveY.value))
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moveY.value = 0;
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else
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moveX.value = 0;
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return true;
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}
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/**
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* 计算两个矩形之间有符号的交点深度
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* @param rectA
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* @param rectB
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* @returns 两个相交的矩形之间的重叠量。
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* 这些深度值可以是负值,取决于矩形相交的边。
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* 这允许调用者确定正确的推送对象的方向,以解决碰撞问题。
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* 如果矩形不相交,则返回Vector2.zero。
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*/
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public static getIntersectionDepth(rectA: Rectangle, rectB: Rectangle) {
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// 计算半尺寸
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let halfWidthA = rectA.width / 2;
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let halfHeightA = rectA.height / 2;
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let halfWidthB = rectB.width / 2;
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let halfHeightB = rectB.height / 2;
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// 计算中心
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let centerA = new Vector2(rectA.left + halfWidthA, rectA.top + halfHeightA);
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let centerB = new Vector2(rectB.left + halfWidthB, rectB.top + halfHeightB);
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// 计算当前中心间的距离和最小非相交距离
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let distanceX = centerA.x - centerB.x;
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let distanceY = centerA.y - centerB.y;
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let minDistanceX = halfWidthA + halfWidthB;
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let minDistanceY = halfHeightA + halfHeightB;
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// 如果我们根本不相交,则返回(0,0)
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if (Math.abs(distanceX) >= minDistanceX || Math.abs(distanceY) >= minDistanceY)
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return Vector2.zero;
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// 计算并返回交叉点深度
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let depthX = distanceX > 0 ? minDistanceX - distanceX : -minDistanceX - distanceX;
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let depthY = distanceY > 0 ? minDistanceY - distanceY : -minDistanceY - distanceY;
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return new Vector2(depthX, depthY);
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}
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}
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}
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