数学库新增Vector3
This commit is contained in:
440
packages/math/src/Vector3.ts
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440
packages/math/src/Vector3.ts
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/**
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* 3D向量类
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*
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* 提供完整的3D向量运算功能,包括:
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* - 基础运算(加减乘除)
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* - 向量运算(点积、叉积、归一化)
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* - 几何运算(距离、角度、投影)
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* - 变换操作(旋转、反射、插值)
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*/
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export class Vector3 {
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/** X分量 */
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public x: number;
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/** Y分量 */
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public y: number;
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/** Z分量 */
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public z: number;
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/**
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* 创建3D向量
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* @param x X分量,默认为0
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* @param y Y分量,默认为0
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* @param z Z分量,默认为0
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*/
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constructor(x: number = 0, y: number = 0, z: number = 0) {
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this.x = x;
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this.y = y;
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this.z = z;
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}
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// 静态常量
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/** 零向量 (0, 0, 0) */
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static readonly ZERO = new Vector3(0, 0, 0);
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/** 单位向量 (1, 1, 1) */
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static readonly ONE = new Vector3(1, 1, 1);
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/** 右方向向量 (1, 0, 0) */
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static readonly RIGHT = new Vector3(1, 0, 0);
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/** 左方向向量 (-1, 0, 0) */
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static readonly LEFT = new Vector3(-1, 0, 0);
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/** 上方向向量 (0, 1, 0) */
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static readonly UP = new Vector3(0, 1, 0);
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/** 下方向向量 (0, -1, 0) */
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static readonly DOWN = new Vector3(0, -1, 0);
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/** 前方向向量 (0, 0, 1) */
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static readonly FORWARD = new Vector3(0, 0, 1);
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/** 后方向向量 (0, 0, -1) */
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static readonly BACK = new Vector3(0, 0, -1);
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// 基础属性
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/**
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* 获取向量长度(模)
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*/
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get length(): number {
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return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
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}
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/**
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* 获取向量长度的平方
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*/
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get lengthSquared(): number {
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return this.x * this.x + this.y * this.y + this.z * this.z;
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}
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/**
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* 检查是否为零向量
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*/
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get isZero(): boolean {
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return this.x === 0 && this.y === 0 && this.z === 0;
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}
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/**
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* 检查是否为单位向量
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*/
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get isUnit(): boolean {
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const lenSq = this.lengthSquared;
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return Math.abs(lenSq - 1) < Number.EPSILON;
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}
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// 基础运算
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/**
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* 设置向量分量
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* @param x X分量
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* @param y Y分量
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* @param z Z分量
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* @returns 当前向量实例(链式调用)
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*/
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set(x: number, y: number, z: number): this {
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this.x = x;
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this.y = y;
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this.z = z;
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return this;
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}
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/**
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* 复制另一个向量的值
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* @param other 源向量
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* @returns 当前向量实例(链式调用)
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*/
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copy(other: Vector3): this {
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this.x = other.x;
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this.y = other.y;
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this.z = other.z;
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return this;
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}
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/**
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* 克隆当前向量
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* @returns 新的向量实例
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*/
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clone(): Vector3 {
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return new Vector3(this.x, this.y, this.z);
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}
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/**
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* 向量加法
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* @param other 另一个向量
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* @returns 当前向量实例(链式调用)
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*/
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add(other: Vector3): this {
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this.x += other.x;
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this.y += other.y;
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this.z += other.z;
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return this;
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}
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/**
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* 向量减法
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* @param other 另一个向量
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* @returns 当前向量实例(链式调用)
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*/
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subtract(other: Vector3): this {
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this.x -= other.x;
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this.y -= other.y;
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this.z -= other.z;
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return this;
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}
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/**
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* 向量数乘
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* @param scalar 标量
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* @returns 当前向量实例(链式调用)
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*/
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multiply(scalar: number): this {
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this.x *= scalar;
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this.y *= scalar;
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this.z *= scalar;
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return this;
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}
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/**
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* 向量数除
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* @param scalar 标量
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* @returns 当前向量实例(链式调用)
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*/
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divide(scalar: number): this {
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if (scalar === 0) {
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throw new Error('不能除以零');
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}
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this.x /= scalar;
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this.y /= scalar;
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this.z /= scalar;
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return this;
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}
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/**
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* 向量取反
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* @returns 当前向量实例(链式调用)
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*/
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negate(): this {
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this.x = -this.x;
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this.y = -this.y;
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this.z = -this.z;
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return this;
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}
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// 向量运算
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/**
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* 计算与另一个向量的点积
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* @param other 另一个向量
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* @returns 点积值
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*/
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dot(other: Vector3): number {
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return this.x * other.x + this.y * other.y + this.z * other.z;
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}
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/**
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* 计算与另一个向量的叉积
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* @param other 另一个向量
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* @returns 新的叉积向量
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*/
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cross(other: Vector3): Vector3 {
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return new Vector3(
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this.y * other.z - this.z * other.y,
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this.z * other.x - this.x * other.z,
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this.x * other.y - this.y * other.x
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);
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}
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/**
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* 向量归一化(转换为单位向量)
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* @returns 当前向量实例(链式调用)
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*/
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normalize(): this {
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const len = this.length;
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if (len === 0) {
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return this;
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}
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return this.divide(len);
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}
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/**
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* 获取归一化后的向量(不修改原向量)
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* @returns 新的单位向量
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*/
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normalized(): Vector3 {
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return this.clone().normalize();
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}
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// 几何运算
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/**
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* 计算到另一个向量的距离
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* @param other 另一个向量
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* @returns 距离值
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*/
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distanceTo(other: Vector3): number {
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const dx = this.x - other.x;
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const dy = this.y - other.y;
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const dz = this.z - other.z;
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return Math.sqrt(dx * dx + dy * dy + dz * dz);
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}
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/**
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* 计算到另一个向量的距离平方
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* @param other 另一个向量
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* @returns 距离平方值
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*/
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distanceToSquared(other: Vector3): number {
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const dx = this.x - other.x;
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const dy = this.y - other.y;
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const dz = this.z - other.z;
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return dx * dx + dy * dy + dz * dz;
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}
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/**
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* 计算与另一个向量的夹角(弧度)
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* @param other 另一个向量
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* @returns 夹角(0到π)
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*/
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angleTo(other: Vector3): number {
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const dot = this.dot(other);
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const lenProduct = this.length * other.length;
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if (lenProduct === 0) return 0;
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return Math.acos(Math.max(-1, Math.min(1, dot / lenProduct)));
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}
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/**
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* 计算向量在另一个向量上的投影
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* @param onto 投影目标向量
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* @returns 新的投影向量
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*/
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projectOnto(onto: Vector3): Vector3 {
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const dot = this.dot(onto);
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const lenSq = onto.lengthSquared;
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if (lenSq === 0) return new Vector3();
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return onto.clone().multiply(dot / lenSq);
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}
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// 插值和限制
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/**
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* 线性插值
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* @param target 目标向量
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* @param t 插值参数(0到1)
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* @returns 当前向量实例(链式调用)
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*/
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lerp(target: Vector3, t: number): this {
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this.x += (target.x - this.x) * t;
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this.y += (target.y - this.y) * t;
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this.z += (target.z - this.z) * t;
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return this;
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}
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/**
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* 限制向量长度
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* @param maxLength 最大长度
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* @returns 当前向量实例(链式调用)
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*/
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clampLength(maxLength: number): this {
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const lenSq = this.lengthSquared;
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if (lenSq > maxLength * maxLength) {
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return this.normalize().multiply(maxLength);
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}
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return this;
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}
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// 比较操作
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/**
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* 检查两个向量是否相等
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* @param other 另一个向量
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* @param epsilon 容差,默认为Number.EPSILON
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* @returns 是否相等
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*/
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equals(other: Vector3, epsilon: number = Number.EPSILON): boolean {
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return Math.abs(this.x - other.x) < epsilon &&
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Math.abs(this.y - other.y) < epsilon &&
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Math.abs(this.z - other.z) < epsilon;
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}
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/**
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* 检查两个向量是否完全相等
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* @param other 另一个向量
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* @returns 是否完全相等
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*/
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exactEquals(other: Vector3): boolean {
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return this.x === other.x && this.y === other.y && this.z === other.z;
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}
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// 静态方法
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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: Vector3, b: Vector3): Vector3 {
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return new Vector3(a.x + b.x, a.y + b.y, a.z + b.z);
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}
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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: Vector3, b: Vector3): Vector3 {
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return new Vector3(a.x - b.x, a.y - b.y, a.z - b.z);
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}
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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: Vector3, scalar: number): Vector3 {
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return new Vector3(vector.x * scalar, vector.y * scalar, vector.z * scalar);
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}
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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: Vector3, b: Vector3): number {
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return a.x * b.x + a.y * b.y + a.z * b.z;
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}
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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 新的叉积向量
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*/
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static cross(a: Vector3, b: Vector3): Vector3 {
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return new Vector3(
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a.y * b.z - a.z * b.y,
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a.z * b.x - a.x * b.z,
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a.x * b.y - a.y * b.x
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);
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}
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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: Vector3, b: Vector3): number {
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const dx = a.x - b.x;
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const dy = a.y - b.y;
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const dz = a.z - b.z;
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return Math.sqrt(dx * dx + dy * dy + dz * dz);
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}
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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: Vector3, b: Vector3, t: number): Vector3 {
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return new Vector3(
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a.x + (b.x - a.x) * t,
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a.y + (b.y - a.y) * t,
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a.z + (b.z - a.z) * t
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);
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}
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// 字符串转换
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/**
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* 转换为字符串
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* @returns 字符串表示
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*/
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toString(): string {
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return `Vector3(${this.x.toFixed(3)}, ${this.y.toFixed(3)}, ${this.z.toFixed(3)})`;
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}
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/**
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* 转换为数组
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* @returns [x, y, z] 数组
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*/
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toArray(): [number, number, number] {
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return [this.x, this.y, this.z];
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}
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/**
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* 转换为普通对象
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* @returns {x, y, z} 对象
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*/
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toObject(): { x: number; y: number; z: number } {
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return { x: this.x, y: this.y, z: this.z };
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}
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}
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@@ -10,6 +10,7 @@
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// 核心数学类
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export { Vector2 } from './Vector2';
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export { Vector3 } from './Vector3';
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export { Matrix3 } from './Matrix3';
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export { Rectangle } from './Rectangle';
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export { Circle } from './Circle';
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