@@ -604,6 +610,7 @@ Blueprint-defined variables automatically generate Get and Set nodes:
## Related Documentation
+- [Math Blueprint Nodes](/en/modules/math/blueprint-nodes) - Vector2, Fixed32, Color and other math nodes
- [Blueprint Editor Guide](/en/modules/blueprint/editor-guide) - Learn how to use the editor
- [Custom Nodes](/en/modules/blueprint/custom-nodes) - Create custom nodes
- [Blueprint VM](/en/modules/blueprint/vm) - Runtime API
diff --git a/docs/src/content/docs/en/modules/math/blueprint-nodes.md b/docs/src/content/docs/en/modules/math/blueprint-nodes.md
new file mode 100644
index 00000000..54f4bd58
--- /dev/null
+++ b/docs/src/content/docs/en/modules/math/blueprint-nodes.md
@@ -0,0 +1,489 @@
+---
+title: "Math Blueprint Nodes"
+description: "Blueprint nodes provided by the Math module - Vector2, Fixed32, FixedVector2, Color"
+---
+
+This document describes the blueprint nodes provided by the `@esengine/ecs-framework-math` module.
+
+> **Note**: These nodes require the math module to be installed.
+
+
+
+## Pin Type Legend
+
+
+
+---
+
+## Vector2 Nodes
+
+2D vector operations for position, velocity, and direction calculations.
+
+### Node List
+
+| Node | Description | Inputs | Output |
+|------|-------------|--------|--------|
+| `Make Vector2` | Create Vector2 from X, Y | X, Y | Vector2 |
+| `Break Vector2` | Decompose Vector2 to X, Y | Vector | X, Y |
+| `Vector2 +` | Vector addition | A, B | Vector2 |
+| `Vector2 -` | Vector subtraction | A, B | Vector2 |
+| `Vector2 *` | Vector scaling | Vector, Scalar | Vector2 |
+| `Vector2 Length` | Get vector length | Vector | Float |
+| `Vector2 Normalize` | Normalize to unit vector | Vector | Vector2 |
+| `Vector2 Dot` | Dot product | A, B | Float |
+| `Vector2 Cross` | 2D cross product | A, B | Float |
+| `Vector2 Distance` | Distance between two points | A, B | Float |
+| `Vector2 Lerp` | Linear interpolation | A, B, T | Vector2 |
+| `Vector2 Rotate` | Rotate by angle (radians) | Vector, Angle | Vector2 |
+| `Vector2 From Angle` | Create unit vector from angle | Angle | Vector2 |
+
+### Example: Calculate Movement Direction
+
+Direction vector from start to end point:
+
+
+
+### Example: Circular Motion
+
+Calculate circular position using angle and radius:
+
+
+
+---
+
+## Fixed32 Nodes (Fixed-Point Numbers)
+
+Q16.16 fixed-point number operations for lockstep networking games, ensuring cross-platform calculation consistency.
+
+### Node List
+
+| Node | Description | Inputs | Output |
+|------|-------------|--------|--------|
+| `Fixed32 From Float` | Create from float | Float | Fixed32 |
+| `Fixed32 From Int` | Create from integer | Int | Fixed32 |
+| `Fixed32 To Float` | Convert to float | Fixed32 | Float |
+| `Fixed32 To Int` | Convert to integer | Fixed32 | Int |
+| `Fixed32 +` | Addition | A, B | Fixed32 |
+| `Fixed32 -` | Subtraction | A, B | Fixed32 |
+| `Fixed32 *` | Multiplication | A, B | Fixed32 |
+| `Fixed32 /` | Division | A, B | Fixed32 |
+| `Fixed32 Abs` | Absolute value | Value | Fixed32 |
+| `Fixed32 Sqrt` | Square root | Value | Fixed32 |
+| `Fixed32 Floor` | Floor | Value | Fixed32 |
+| `Fixed32 Ceil` | Ceiling | Value | Fixed32 |
+| `Fixed32 Round` | Round | Value | Fixed32 |
+| `Fixed32 Sign` | Sign (-1, 0, 1) | Value | Fixed32 |
+| `Fixed32 Min` | Minimum | A, B | Fixed32 |
+| `Fixed32 Max` | Maximum | A, B | Fixed32 |
+| `Fixed32 Clamp` | Clamp to range | Value, Min, Max | Fixed32 |
+| `Fixed32 Lerp` | Linear interpolation | A, B, T | Fixed32 |
+
+### Example: Lockstep Movement Speed Calculation
+
+
+
+---
+
+## FixedVector2 Nodes (Fixed-Point Vectors)
+
+Fixed-point vector operations for deterministic physics calculations, suitable for lockstep networking.
+
+### Node List
+
+| Node | Description | Inputs | Output |
+|------|-------------|--------|--------|
+| `Make FixedVector2` | Create from X, Y floats | X, Y | FixedVector2 |
+| `Break FixedVector2` | Decompose to X, Y floats | Vector | X, Y |
+| `FixedVector2 +` | Vector addition | A, B | FixedVector2 |
+| `FixedVector2 -` | Vector subtraction | A, B | FixedVector2 |
+| `FixedVector2 *` | Scale by Fixed32 | Vector, Scalar | FixedVector2 |
+| `FixedVector2 Negate` | Negate vector | Vector | FixedVector2 |
+| `FixedVector2 Length` | Get length | Vector | Fixed32 |
+| `FixedVector2 Normalize` | Normalize | Vector | FixedVector2 |
+| `FixedVector2 Dot` | Dot product | A, B | Fixed32 |
+| `FixedVector2 Cross` | 2D cross product | A, B | Fixed32 |
+| `FixedVector2 Distance` | Distance between points | A, B | Fixed32 |
+| `FixedVector2 Lerp` | Linear interpolation | A, B, T | FixedVector2 |
+
+### Example: Deterministic Position Update
+
+
+
+---
+
+## Color Nodes
+
+Color creation and manipulation nodes.
+
+### Node List
+
+| Node | Description | Inputs | Output |
+|------|-------------|--------|--------|
+| `Make Color` | Create from RGBA | R, G, B, A | Color |
+| `Break Color` | Decompose to RGBA | Color | R, G, B, A |
+| `Color From Hex` | Create from hex string | Hex | Color |
+| `Color To Hex` | Convert to hex string | Color | String |
+| `Color From HSL` | Create from HSL | H, S, L | Color |
+| `Color To HSL` | Convert to HSL | Color | H, S, L |
+| `Color Lerp` | Color interpolation | A, B, T | Color |
+| `Color Lighten` | Lighten | Color, Amount | Color |
+| `Color Darken` | Darken | Color, Amount | Color |
+| `Color Saturate` | Increase saturation | Color, Amount | Color |
+| `Color Desaturate` | Decrease saturation | Color, Amount | Color |
+| `Color Invert` | Invert | Color | Color |
+| `Color Grayscale` | Convert to grayscale | Color | Color |
+| `Color Luminance` | Get luminance | Color | Float |
+
+### Color Constants
+
+| Node | Value |
+|------|-------|
+| `Color White` | (1, 1, 1, 1) |
+| `Color Black` | (0, 0, 0, 1) |
+| `Color Red` | (1, 0, 0, 1) |
+| `Color Green` | (0, 1, 0, 1) |
+| `Color Blue` | (0, 0, 1, 1) |
+| `Color Transparent` | (0, 0, 0, 0) |
+
+### Example: Color Transition Animation
+
+
+
+---
+
+## Related Documentation
+
+- [Blueprint Node Reference](/en/modules/blueprint/nodes) - Core blueprint nodes
+- [Blueprint Editor Guide](/en/modules/blueprint/editor-guide) - Editor usage
+- [Custom Nodes](/en/modules/blueprint/custom-nodes) - Create custom nodes
diff --git a/docs/src/content/docs/en/modules/math/index.md b/docs/src/content/docs/en/modules/math/index.md
new file mode 100644
index 00000000..a27bccd4
--- /dev/null
+++ b/docs/src/content/docs/en/modules/math/index.md
@@ -0,0 +1,79 @@
+---
+title: "Math Library"
+description: "ESEngine Math Library - Vector2, Fixed32, FixedVector2, Color and other math types"
+---
+
+The `@esengine/ecs-framework-math` module provides common math types and operations for game development.
+
+## Core Types
+
+| Type | Description |
+|------|-------------|
+| `Vector2` | 2D floating-point vector for position, velocity, direction |
+| `Fixed32` | Q16.16 fixed-point number for deterministic lockstep calculations |
+| `FixedVector2` | 2D fixed-point vector for deterministic physics |
+| `Color` | RGBA color |
+
+## Features
+
+### Vector2
+
+- Addition, subtraction, scaling
+- Dot product, cross product
+- Length, normalization
+- Distance, interpolation
+- Rotation, angle conversion
+
+### Fixed32 Fixed-Point Numbers
+
+Designed for lockstep networking games, ensuring cross-platform calculation consistency:
+
+- Basic operations: add, subtract, multiply, divide
+- Math functions: absolute value, square root, rounding
+- Comparison, clamping, interpolation
+- Constants: 0, 1, 0.5, PI, 2*PI
+
+### Color
+
+- RGB/RGBA creation and decomposition
+- Hex string conversion
+- HSL color space conversion
+- Color operations: lighten, darken, saturation adjustment
+- Color blending and interpolation
+
+## Blueprint Support
+
+The math library provides rich blueprint nodes, see:
+
+- [Math Blueprint Nodes](/en/modules/math/blueprint-nodes)
+
+## Installation
+
+```bash
+pnpm add @esengine/ecs-framework-math
+```
+
+## Basic Usage
+
+```typescript
+import { Vector2, Fixed32, FixedVector2, Color } from '@esengine/ecs-framework-math';
+
+// Vector2
+const pos = new Vector2(10, 20);
+const dir = pos.normalized();
+
+// Fixed32 (lockstep)
+const speed = Fixed32.from(5.0);
+const dt = Fixed32.from(0.016);
+const distance = speed.mul(dt);
+
+// FixedVector2
+const fixedPos = FixedVector2.from(10, 20);
+const fixedVel = FixedVector2.from(1, 0);
+const newPos = fixedPos.add(fixedVel);
+
+// Color
+const red = Color.RED;
+const blue = Color.BLUE;
+const purple = Color.lerp(red, blue, 0.5);
+```
diff --git a/docs/src/content/docs/modules/blueprint/nodes.md b/docs/src/content/docs/modules/blueprint/nodes.md
index fa70af3b..85785101 100644
--- a/docs/src/content/docs/modules/blueprint/nodes.md
+++ b/docs/src/content/docs/modules/blueprint/nodes.md
@@ -470,6 +470,12 @@ description: "蓝图内置 ECS 操作节点完整参考"
| `Less` | A < B | Boolean |
| `Less Or Equal` | A <= B | Boolean |
+### 扩展数学节点
+
+> **Vector2、Fixed32、FixedVector2、Color** 等高级数学节点由 `@esengine/ecs-framework-math` 模块提供。
+>
+> 详见:[数学库蓝图节点](/modules/math/blueprint-nodes)
+
### 示例:钳制数值
@@ -535,6 +541,7 @@ description: "蓝图内置 ECS 操作节点完整参考"
## 相关文档
+- [数学库蓝图节点](/modules/math/blueprint-nodes) - Vector2、Fixed32、Color 等数学节点
- [蓝图编辑器指南](/modules/blueprint/editor-guide) - 学习如何使用编辑器
- [自定义节点](/modules/blueprint/custom-nodes) - 创建自定义节点
- [蓝图虚拟机](/modules/blueprint/vm) - 运行时 API
diff --git a/docs/src/content/docs/modules/math/blueprint-nodes.md b/docs/src/content/docs/modules/math/blueprint-nodes.md
new file mode 100644
index 00000000..5b2d7064
--- /dev/null
+++ b/docs/src/content/docs/modules/math/blueprint-nodes.md
@@ -0,0 +1,489 @@
+---
+title: "数学库蓝图节点"
+description: "Math 模块提供的蓝图节点 - Vector2、Fixed32、FixedVector2、Color"
+---
+
+本文档介绍 `@esengine/ecs-framework-math` 模块提供的蓝图节点。
+
+> **注意**:这些节点需要安装 math 模块才能使用。
+
+
+
+## 引脚类型说明
+
+
+
浮点数 (Float)
+
Vector2
+
Fixed32
+
FixedVector2
+
Color
+
+
+---
+
+## Vector2 节点
+
+2D 向量操作,用于位置、速度、方向计算。
+
+### 节点列表
+
+| 节点 | 说明 | 输入 | 输出 |
+|------|------|------|------|
+| `Make Vector2` | 从 X, Y 创建 Vector2 | X, Y | Vector2 |
+| `Break Vector2` | 分解 Vector2 为 X, Y | Vector | X, Y |
+| `Vector2 +` | 向量加法 | A, B | Vector2 |
+| `Vector2 -` | 向量减法 | A, B | Vector2 |
+| `Vector2 *` | 向量缩放 | Vector, Scalar | Vector2 |
+| `Vector2 Length` | 获取向量长度 | Vector | Float |
+| `Vector2 Normalize` | 归一化为单位向量 | Vector | Vector2 |
+| `Vector2 Dot` | 点积 | A, B | Float |
+| `Vector2 Cross` | 2D 叉积 | A, B | Float |
+| `Vector2 Distance` | 两点距离 | A, B | Float |
+| `Vector2 Lerp` | 线性插值 | A, B, T | Vector2 |
+| `Vector2 Rotate` | 旋转(弧度) | Vector, Angle | Vector2 |
+| `Vector2 From Angle` | 从角度创建单位向量 | Angle | Vector2 |
+
+### 示例:计算移动方向
+
+从起点到终点的方向向量:
+
+
+
+
+
+
+
+
+ X
+ 0
+
+
+
+ Y
+ 0
+
+
+
+ Vector
+
+
+
+
+
+
+
+
+ X
+ 100
+
+
+
+ Y
+ 50
+
+
+
+ Vector
+
+
+
+
+
+
+
+
+ A
+
+
+
+ B
+
+
+
+ Result
+
+
+
+
+
+
+
+
+ Vector
+
+
+
+ Result
+
+
+
+
+
+### 示例:圆周运动
+
+使用角度和半径计算圆周位置:
+
+
+
+
+
+
+
+
+ Angle
+ 1.57
+
+
+
+ Vector
+
+
+
+
+
+
+
+
+ Vector
+
+
+
+ Scalar
+ 50
+
+
+
+ Result
+
+
+
+
+
+
+
+
+ A (Center)
+
+
+
+ B
+
+
+
+ Position
+
+
+
+
+
+---
+
+## Fixed32 定点数节点
+
+Q16.16 定点数运算,适用于帧同步网络游戏,保证跨平台计算一致性。
+
+### 节点列表
+
+| 节点 | 说明 | 输入 | 输出 |
+|------|------|------|------|
+| `Fixed32 From Float` | 从浮点数创建 | Float | Fixed32 |
+| `Fixed32 From Int` | 从整数创建 | Int | Fixed32 |
+| `Fixed32 To Float` | 转换为浮点数 | Fixed32 | Float |
+| `Fixed32 To Int` | 转换为整数 | Fixed32 | Int |
+| `Fixed32 +` | 加法 | A, B | Fixed32 |
+| `Fixed32 -` | 减法 | A, B | Fixed32 |
+| `Fixed32 *` | 乘法 | A, B | Fixed32 |
+| `Fixed32 /` | 除法 | A, B | Fixed32 |
+| `Fixed32 Abs` | 绝对值 | Value | Fixed32 |
+| `Fixed32 Sqrt` | 平方根 | Value | Fixed32 |
+| `Fixed32 Floor` | 向下取整 | Value | Fixed32 |
+| `Fixed32 Ceil` | 向上取整 | Value | Fixed32 |
+| `Fixed32 Round` | 四舍五入 | Value | Fixed32 |
+| `Fixed32 Sign` | 符号 (-1, 0, 1) | Value | Fixed32 |
+| `Fixed32 Min` | 最小值 | A, B | Fixed32 |
+| `Fixed32 Max` | 最大值 | A, B | Fixed32 |
+| `Fixed32 Clamp` | 钳制范围 | Value, Min, Max | Fixed32 |
+| `Fixed32 Lerp` | 线性插值 | A, B, T | Fixed32 |
+
+### 示例:帧同步移动速度计算
+
+
+
+
+
+
+
+
+ Value
+ 5.0
+
+
+
+ Speed
+
+
+
+
+
+
+
+
+ Value
+ 0.016
+
+
+
+ DeltaTime
+
+
+
+
+
+
+
+
+ A
+
+
+
+ B
+
+
+
+ Result
+
+
+
+
+
+
+
+
+ Fixed
+
+
+
+ Float
+
+
+
+
+
+---
+
+## FixedVector2 定点向量节点
+
+定点向量运算,用于确定性物理计算,适用于帧同步。
+
+### 节点列表
+
+| 节点 | 说明 | 输入 | 输出 |
+|------|------|------|------|
+| `Make FixedVector2` | 从 X, Y 浮点数创建 | X, Y | FixedVector2 |
+| `Break FixedVector2` | 分解为 X, Y 浮点数 | Vector | X, Y |
+| `FixedVector2 +` | 向量加法 | A, B | FixedVector2 |
+| `FixedVector2 -` | 向量减法 | A, B | FixedVector2 |
+| `FixedVector2 *` | 按 Fixed32 缩放 | Vector, Scalar | FixedVector2 |
+| `FixedVector2 Negate` | 取反 | Vector | FixedVector2 |
+| `FixedVector2 Length` | 获取长度 | Vector | Fixed32 |
+| `FixedVector2 Normalize` | 归一化 | Vector | FixedVector2 |
+| `FixedVector2 Dot` | 点积 | A, B | Fixed32 |
+| `FixedVector2 Cross` | 2D 叉积 | A, B | Fixed32 |
+| `FixedVector2 Distance` | 两点距离 | A, B | Fixed32 |
+| `FixedVector2 Lerp` | 线性插值 | A, B, T | FixedVector2 |
+
+### 示例:确定性位置更新
+
+
+
+
+
+
+
+
+ X
+ 10
+
+
+
+ Y
+ 20
+
+
+
+ Position
+
+
+
+
+
+
+
+
+ X
+ 1
+
+
+
+ Y
+ 0
+
+
+
+ Velocity
+
+
+
+
+
+
+
+
+ A
+
+
+
+ B
+
+
+
+ New Position
+
+
+
+
+
+---
+
+## Color 颜色节点
+
+颜色创建与操作节点。
+
+### 节点列表
+
+| 节点 | 说明 | 输入 | 输出 |
+|------|------|------|------|
+| `Make Color` | 从 RGBA 创建 | R, G, B, A | Color |
+| `Break Color` | 分解为 RGBA | Color | R, G, B, A |
+| `Color From Hex` | 从十六进制字符串创建 | Hex | Color |
+| `Color To Hex` | 转换为十六进制字符串 | Color | String |
+| `Color From HSL` | 从 HSL 创建 | H, S, L | Color |
+| `Color To HSL` | 转换为 HSL | Color | H, S, L |
+| `Color Lerp` | 颜色插值 | A, B, T | Color |
+| `Color Lighten` | 提亮 | Color, Amount | Color |
+| `Color Darken` | 变暗 | Color, Amount | Color |
+| `Color Saturate` | 增加饱和度 | Color, Amount | Color |
+| `Color Desaturate` | 降低饱和度 | Color, Amount | Color |
+| `Color Invert` | 反色 | Color | Color |
+| `Color Grayscale` | 灰度化 | Color | Color |
+| `Color Luminance` | 获取亮度 | Color | Float |
+
+### 颜色常量
+
+| 节点 | 值 |
+|------|------|
+| `Color White` | (1, 1, 1, 1) |
+| `Color Black` | (0, 0, 0, 1) |
+| `Color Red` | (1, 0, 0, 1) |
+| `Color Green` | (0, 1, 0, 1) |
+| `Color Blue` | (0, 0, 1, 1) |
+| `Color Transparent` | (0, 0, 0, 0) |
+
+### 示例:颜色过渡动画
+
+
+
+
+
+
+
+
+
+
+ A
+
+
+
+ B
+
+
+
+ T
+ 0.5
+
+
+
+ Result
+
+
+
+
+
+### 示例:从 Hex 创建颜色
+
+
+
+
+
+
+
+
+ Hex
+ "#FF5722"
+
+
+
+ Color
+
+
+
+
+
+
+
+
+ Color
+
+
+
+ R
+
+
+
+ G
+
+
+
+ B
+
+
+
+ A
+
+
+
+
+
+---
+
+## 相关文档
+
+- [蓝图节点参考](/modules/blueprint/nodes) - 核心蓝图节点
+- [蓝图编辑器指南](/modules/blueprint/editor-guide) - 编辑器使用方法
+- [自定义节点](/modules/blueprint/custom-nodes) - 创建自定义节点
diff --git a/docs/src/content/docs/modules/math/index.md b/docs/src/content/docs/modules/math/index.md
new file mode 100644
index 00000000..e7c567a8
--- /dev/null
+++ b/docs/src/content/docs/modules/math/index.md
@@ -0,0 +1,79 @@
+---
+title: "数学库"
+description: "ESEngine 数学库 - Vector2, Fixed32, FixedVector2, Color 等数学类型"
+---
+
+`@esengine/ecs-framework-math` 模块提供游戏开发常用的数学类型和运算。
+
+## 核心类型
+
+| 类型 | 说明 |
+|------|------|
+| `Vector2` | 2D 浮点向量,用于位置、速度、方向 |
+| `Fixed32` | Q16.16 定点数,用于帧同步确定性计算 |
+| `FixedVector2` | 2D 定点向量,用于确定性物理 |
+| `Color` | RGBA 颜色 |
+
+## 功能特性
+
+### Vector2
+
+- 加法、减法、缩放
+- 点积、叉积
+- 长度、归一化
+- 距离、插值
+- 旋转、角度转换
+
+### Fixed32 定点数
+
+专为帧同步网络游戏设计,保证跨平台计算一致性:
+
+- 基本运算:加、减、乘、除
+- 数学函数:绝对值、平方根、取整
+- 比较、钳制、插值
+- 常量:0、1、0.5、π、2π
+
+### Color 颜色
+
+- RGB/RGBA 创建与分解
+- Hex 十六进制转换
+- HSL 色彩空间转换
+- 颜色操作:提亮、变暗、饱和度调整
+- 颜色混合与插值
+
+## 蓝图支持
+
+数学库提供了丰富的蓝图节点,详见:
+
+- [数学库蓝图节点](/modules/math/blueprint-nodes)
+
+## 安装
+
+```bash
+pnpm add @esengine/ecs-framework-math
+```
+
+## 基本用法
+
+```typescript
+import { Vector2, Fixed32, FixedVector2, Color } from '@esengine/ecs-framework-math';
+
+// Vector2
+const pos = new Vector2(10, 20);
+const dir = pos.normalized();
+
+// Fixed32 (帧同步)
+const speed = Fixed32.from(5.0);
+const dt = Fixed32.from(0.016);
+const distance = speed.mul(dt);
+
+// FixedVector2
+const fixedPos = FixedVector2.from(10, 20);
+const fixedVel = FixedVector2.from(1, 0);
+const newPos = fixedPos.add(fixedVel);
+
+// Color
+const red = Color.RED;
+const blue = Color.BLUE;
+const purple = Color.lerp(red, blue, 0.5);
+```
diff --git a/docs/src/styles/custom.css b/docs/src/styles/custom.css
index 33416e10..98d715ca 100644
--- a/docs/src/styles/custom.css
+++ b/docs/src/styles/custom.css
@@ -296,6 +296,10 @@ nav.sidebar-content ul li a[aria-current="page"] {
.bp-conn.component { stroke: #7030c0; }
.bp-conn.array { stroke: #7030c0; }
.bp-conn.any { stroke: #707070; }
+.bp-conn.vector2 { stroke: #2196F3; }
+.bp-conn.fixed32 { stroke: #9C27B0; }
+.bp-conn.fixedvector2 { stroke: #673AB7; }
+.bp-conn.color { stroke: #FF9800; }
/* ==================== Node Container ==================== */
.bp-node {
diff --git a/packages/framework/blueprint/src/nodes/math/MathOperations.ts b/packages/framework/blueprint/src/nodes/math/MathOperations.ts
index 4a2ecc76..52af03eb 100644
--- a/packages/framework/blueprint/src/nodes/math/MathOperations.ts
+++ b/packages/framework/blueprint/src/nodes/math/MathOperations.ts
@@ -561,3 +561,325 @@ export class SignExecutor implements INodeExecutor {
return { outputs: { result: Math.sign(value) } };
}
}
+
+// ============================================================================
+// Wrap Node (循环限制节点)
+// ============================================================================
+
+export const WrapTemplate: BlueprintNodeTemplate = {
+ type: 'Wrap',
+ title: 'Wrap',
+ category: 'math',
+ color: '#4CAF50',
+ description: 'Wraps value to stay within min and max range (将值循环限制在范围内)',
+ keywords: ['wrap', 'loop', 'cycle', 'range', 'math'],
+ isPure: true,
+ inputs: [
+ { name: 'value', type: 'float', displayName: 'Value', defaultValue: 0 },
+ { name: 'min', type: 'float', displayName: 'Min', defaultValue: 0 },
+ { name: 'max', type: 'float', displayName: 'Max', defaultValue: 1 }
+ ],
+ outputs: [
+ { name: 'result', type: 'float', displayName: 'Result' }
+ ]
+};
+
+@RegisterNode(WrapTemplate)
+export class WrapExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
+ const value = Number(context.evaluateInput(node.id, 'value', 0));
+ const min = Number(context.evaluateInput(node.id, 'min', 0));
+ const max = Number(context.evaluateInput(node.id, 'max', 1));
+ const range = max - min;
+ if (range <= 0) return { outputs: { result: min } };
+ const wrapped = ((value - min) % range + range) % range + min;
+ return { outputs: { result: wrapped } };
+ }
+}
+
+// ============================================================================
+// Sin Node (正弦节点)
+// ============================================================================
+
+export const SinTemplate: BlueprintNodeTemplate = {
+ type: 'Sin',
+ title: 'Sin',
+ category: 'math',
+ color: '#4CAF50',
+ description: 'Returns the sine of angle in radians (返回弧度角的正弦值)',
+ keywords: ['sin', 'sine', 'trig', 'math'],
+ isPure: true,
+ inputs: [
+ { name: 'radians', type: 'float', displayName: 'Radians', defaultValue: 0 }
+ ],
+ outputs: [
+ { name: 'result', type: 'float', displayName: 'Result' }
+ ]
+};
+
+@RegisterNode(SinTemplate)
+export class SinExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
+ const radians = Number(context.evaluateInput(node.id, 'radians', 0));
+ return { outputs: { result: Math.sin(radians) } };
+ }
+}
+
+// ============================================================================
+// Cos Node (余弦节点)
+// ============================================================================
+
+export const CosTemplate: BlueprintNodeTemplate = {
+ type: 'Cos',
+ title: 'Cos',
+ category: 'math',
+ color: '#4CAF50',
+ description: 'Returns the cosine of angle in radians (返回弧度角的余弦值)',
+ keywords: ['cos', 'cosine', 'trig', 'math'],
+ isPure: true,
+ inputs: [
+ { name: 'radians', type: 'float', displayName: 'Radians', defaultValue: 0 }
+ ],
+ outputs: [
+ { name: 'result', type: 'float', displayName: 'Result' }
+ ]
+};
+
+@RegisterNode(CosTemplate)
+export class CosExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
+ const radians = Number(context.evaluateInput(node.id, 'radians', 0));
+ return { outputs: { result: Math.cos(radians) } };
+ }
+}
+
+// ============================================================================
+// Tan Node (正切节点)
+// ============================================================================
+
+export const TanTemplate: BlueprintNodeTemplate = {
+ type: 'Tan',
+ title: 'Tan',
+ category: 'math',
+ color: '#4CAF50',
+ description: 'Returns the tangent of angle in radians (返回弧度角的正切值)',
+ keywords: ['tan', 'tangent', 'trig', 'math'],
+ isPure: true,
+ inputs: [
+ { name: 'radians', type: 'float', displayName: 'Radians', defaultValue: 0 }
+ ],
+ outputs: [
+ { name: 'result', type: 'float', displayName: 'Result' }
+ ]
+};
+
+@RegisterNode(TanTemplate)
+export class TanExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
+ const radians = Number(context.evaluateInput(node.id, 'radians', 0));
+ return { outputs: { result: Math.tan(radians) } };
+ }
+}
+
+// ============================================================================
+// Asin Node (反正弦节点)
+// ============================================================================
+
+export const AsinTemplate: BlueprintNodeTemplate = {
+ type: 'Asin',
+ title: 'Asin',
+ category: 'math',
+ color: '#4CAF50',
+ description: 'Returns the arc sine in radians (返回反正弦值,单位为弧度)',
+ keywords: ['asin', 'arc', 'sine', 'inverse', 'trig', 'math'],
+ isPure: true,
+ inputs: [
+ { name: 'value', type: 'float', displayName: 'Value', defaultValue: 0 }
+ ],
+ outputs: [
+ { name: 'result', type: 'float', displayName: 'Radians' }
+ ]
+};
+
+@RegisterNode(AsinTemplate)
+export class AsinExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
+ const value = Number(context.evaluateInput(node.id, 'value', 0));
+ return { outputs: { result: Math.asin(Math.max(-1, Math.min(1, value))) } };
+ }
+}
+
+// ============================================================================
+// Acos Node (反余弦节点)
+// ============================================================================
+
+export const AcosTemplate: BlueprintNodeTemplate = {
+ type: 'Acos',
+ title: 'Acos',
+ category: 'math',
+ color: '#4CAF50',
+ description: 'Returns the arc cosine in radians (返回反余弦值,单位为弧度)',
+ keywords: ['acos', 'arc', 'cosine', 'inverse', 'trig', 'math'],
+ isPure: true,
+ inputs: [
+ { name: 'value', type: 'float', displayName: 'Value', defaultValue: 0 }
+ ],
+ outputs: [
+ { name: 'result', type: 'float', displayName: 'Radians' }
+ ]
+};
+
+@RegisterNode(AcosTemplate)
+export class AcosExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
+ const value = Number(context.evaluateInput(node.id, 'value', 0));
+ return { outputs: { result: Math.acos(Math.max(-1, Math.min(1, value))) } };
+ }
+}
+
+// ============================================================================
+// Atan Node (反正切节点)
+// ============================================================================
+
+export const AtanTemplate: BlueprintNodeTemplate = {
+ type: 'Atan',
+ title: 'Atan',
+ category: 'math',
+ color: '#4CAF50',
+ description: 'Returns the arc tangent in radians (返回反正切值,单位为弧度)',
+ keywords: ['atan', 'arc', 'tangent', 'inverse', 'trig', 'math'],
+ isPure: true,
+ inputs: [
+ { name: 'value', type: 'float', displayName: 'Value', defaultValue: 0 }
+ ],
+ outputs: [
+ { name: 'result', type: 'float', displayName: 'Radians' }
+ ]
+};
+
+@RegisterNode(AtanTemplate)
+export class AtanExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
+ const value = Number(context.evaluateInput(node.id, 'value', 0));
+ return { outputs: { result: Math.atan(value) } };
+ }
+}
+
+// ============================================================================
+// Atan2 Node (两参数反正切节点)
+// ============================================================================
+
+export const Atan2Template: BlueprintNodeTemplate = {
+ type: 'Atan2',
+ title: 'Atan2',
+ category: 'math',
+ color: '#4CAF50',
+ description: 'Returns the angle in radians between the positive X axis and the point (x, y) (返回点(x,y)与正X轴之间的弧度角)',
+ keywords: ['atan2', 'angle', 'direction', 'trig', 'math'],
+ isPure: true,
+ inputs: [
+ { name: 'y', type: 'float', displayName: 'Y', defaultValue: 0 },
+ { name: 'x', type: 'float', displayName: 'X', defaultValue: 1 }
+ ],
+ outputs: [
+ { name: 'result', type: 'float', displayName: 'Radians' }
+ ]
+};
+
+@RegisterNode(Atan2Template)
+export class Atan2Executor implements INodeExecutor {
+ execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
+ const y = Number(context.evaluateInput(node.id, 'y', 0));
+ const x = Number(context.evaluateInput(node.id, 'x', 1));
+ return { outputs: { result: Math.atan2(y, x) } };
+ }
+}
+
+// ============================================================================
+// Degrees to Radians Node (角度转弧度节点)
+// ============================================================================
+
+export const DegToRadTemplate: BlueprintNodeTemplate = {
+ type: 'DegToRad',
+ title: 'Degrees to Radians',
+ category: 'math',
+ color: '#4CAF50',
+ description: 'Converts degrees to radians (将角度转换为弧度)',
+ keywords: ['degrees', 'radians', 'convert', 'angle', 'math'],
+ isPure: true,
+ inputs: [
+ { name: 'degrees', type: 'float', displayName: 'Degrees', defaultValue: 0 }
+ ],
+ outputs: [
+ { name: 'result', type: 'float', displayName: 'Radians' }
+ ]
+};
+
+@RegisterNode(DegToRadTemplate)
+export class DegToRadExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
+ const degrees = Number(context.evaluateInput(node.id, 'degrees', 0));
+ return { outputs: { result: degrees * (Math.PI / 180) } };
+ }
+}
+
+// ============================================================================
+// Radians to Degrees Node (弧度转角度节点)
+// ============================================================================
+
+export const RadToDegTemplate: BlueprintNodeTemplate = {
+ type: 'RadToDeg',
+ title: 'Radians to Degrees',
+ category: 'math',
+ color: '#4CAF50',
+ description: 'Converts radians to degrees (将弧度转换为角度)',
+ keywords: ['radians', 'degrees', 'convert', 'angle', 'math'],
+ isPure: true,
+ inputs: [
+ { name: 'radians', type: 'float', displayName: 'Radians', defaultValue: 0 }
+ ],
+ outputs: [
+ { name: 'result', type: 'float', displayName: 'Degrees' }
+ ]
+};
+
+@RegisterNode(RadToDegTemplate)
+export class RadToDegExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
+ const radians = Number(context.evaluateInput(node.id, 'radians', 0));
+ return { outputs: { result: radians * (180 / Math.PI) } };
+ }
+}
+
+// ============================================================================
+// Inverse Lerp Node (反向线性插值节点)
+// ============================================================================
+
+export const InverseLerpTemplate: BlueprintNodeTemplate = {
+ type: 'InverseLerp',
+ title: 'Inverse Lerp',
+ category: 'math',
+ color: '#4CAF50',
+ description: 'Returns the percentage of Value between A and B (返回值在 A 和 B 之间的百分比位置)',
+ keywords: ['inverse', 'lerp', 'percentage', 'ratio', 'math'],
+ isPure: true,
+ inputs: [
+ { name: 'a', type: 'float', displayName: 'A', defaultValue: 0 },
+ { name: 'b', type: 'float', displayName: 'B', defaultValue: 1 },
+ { name: 'value', type: 'float', displayName: 'Value', defaultValue: 0.5 }
+ ],
+ outputs: [
+ { name: 'result', type: 'float', displayName: 'Alpha (0-1)' }
+ ]
+};
+
+@RegisterNode(InverseLerpTemplate)
+export class InverseLerpExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: ExecutionContext): ExecutionResult {
+ const a = Number(context.evaluateInput(node.id, 'a', 0));
+ const b = Number(context.evaluateInput(node.id, 'b', 1));
+ const value = Number(context.evaluateInput(node.id, 'value', 0.5));
+ if (b === a) return { outputs: { result: 0 } };
+ return { outputs: { result: (value - a) / (b - a) } };
+ }
+}
diff --git a/packages/framework/math/package.json b/packages/framework/math/package.json
index f9e2d826..8ad3089f 100644
--- a/packages/framework/math/package.json
+++ b/packages/framework/math/package.json
@@ -40,6 +40,9 @@
},
"author": "yhh",
"license": "MIT",
+ "dependencies": {
+ "@esengine/blueprint": "workspace:*"
+ },
"devDependencies": {
"@rollup/plugin-commonjs": "^28.0.3",
"@rollup/plugin-node-resolve": "^16.0.1",
diff --git a/packages/framework/math/src/index.ts b/packages/framework/math/src/index.ts
index b60d7903..c549fc9d 100644
--- a/packages/framework/math/src/index.ts
+++ b/packages/framework/math/src/index.ts
@@ -33,3 +33,6 @@ export * from './Collision';
// 动画和插值
export * from './Animation';
+
+// 蓝图节点
+export * from './nodes';
diff --git a/packages/framework/math/src/nodes/ColorNodes.ts b/packages/framework/math/src/nodes/ColorNodes.ts
new file mode 100644
index 00000000..be4cd936
--- /dev/null
+++ b/packages/framework/math/src/nodes/ColorNodes.ts
@@ -0,0 +1,463 @@
+/**
+ * @zh 颜色蓝图节点
+ * @en Color Blueprint Nodes
+ */
+
+import type { BlueprintNodeTemplate, BlueprintNode, INodeExecutor, ExecutionResult } from '@esengine/blueprint';
+import { Color } from '../Color';
+
+interface ColorContext {
+ evaluateInput(nodeId: string, pinName: string, defaultValue?: unknown): unknown;
+}
+
+// Make Color from RGBA
+export const MakeColorTemplate: BlueprintNodeTemplate = {
+ type: 'MakeColor',
+ title: 'Make Color',
+ category: 'math',
+ description: 'Creates a Color from RGBA',
+ keywords: ['make', 'create', 'color', 'rgba'],
+ menuPath: ['Math', 'Color', 'Make Color'],
+ isPure: true,
+ inputs: [
+ { name: 'r', displayName: 'R (0-255)', type: 'int', defaultValue: 255 },
+ { name: 'g', displayName: 'G (0-255)', type: 'int', defaultValue: 255 },
+ { name: 'b', displayName: 'B (0-255)', type: 'int', defaultValue: 255 },
+ { name: 'a', displayName: 'A (0-1)', type: 'float', defaultValue: 1 }
+ ],
+ outputs: [
+ { name: 'color', displayName: 'Color', type: 'color' }
+ ],
+ color: '#E91E63'
+};
+
+export class MakeColorExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as ColorContext;
+ const r = Number(ctx.evaluateInput(node.id, 'r', 255));
+ const g = Number(ctx.evaluateInput(node.id, 'g', 255));
+ const b = Number(ctx.evaluateInput(node.id, 'b', 255));
+ const a = Number(ctx.evaluateInput(node.id, 'a', 1));
+ return { outputs: { color: new Color(r, g, b, a) } };
+ }
+}
+
+// Break Color
+export const BreakColorTemplate: BlueprintNodeTemplate = {
+ type: 'BreakColor',
+ title: 'Break Color',
+ category: 'math',
+ description: 'Breaks a Color into RGBA',
+ keywords: ['break', 'split', 'color', 'rgba'],
+ menuPath: ['Math', 'Color', 'Break Color'],
+ isPure: true,
+ inputs: [
+ { name: 'color', displayName: 'Color', type: 'color' }
+ ],
+ outputs: [
+ { name: 'r', displayName: 'R', type: 'int' },
+ { name: 'g', displayName: 'G', type: 'int' },
+ { name: 'b', displayName: 'B', type: 'int' },
+ { name: 'a', displayName: 'A', type: 'float' }
+ ],
+ color: '#E91E63'
+};
+
+export class BreakColorExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as ColorContext;
+ const color = ctx.evaluateInput(node.id, 'color', Color.WHITE) as Color;
+ const c = color ?? Color.WHITE;
+ return { outputs: { r: c.r, g: c.g, b: c.b, a: c.a } };
+ }
+}
+
+// Color from Hex
+export const ColorFromHexTemplate: BlueprintNodeTemplate = {
+ type: 'ColorFromHex',
+ title: 'Color From Hex',
+ category: 'math',
+ description: 'Creates a Color from hex string',
+ keywords: ['color', 'hex', 'from', 'create'],
+ menuPath: ['Math', 'Color', 'From Hex'],
+ isPure: true,
+ inputs: [
+ { name: 'hex', displayName: 'Hex', type: 'string', defaultValue: '#FFFFFF' },
+ { name: 'alpha', displayName: 'Alpha', type: 'float', defaultValue: 1 }
+ ],
+ outputs: [
+ { name: 'color', displayName: 'Color', type: 'color' }
+ ],
+ color: '#E91E63'
+};
+
+export class ColorFromHexExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as ColorContext;
+ const hex = String(ctx.evaluateInput(node.id, 'hex', '#FFFFFF'));
+ const alpha = Number(ctx.evaluateInput(node.id, 'alpha', 1));
+ return { outputs: { color: Color.fromHex(hex, alpha) } };
+ }
+}
+
+// Color to Hex
+export const ColorToHexTemplate: BlueprintNodeTemplate = {
+ type: 'ColorToHex',
+ title: 'Color To Hex',
+ category: 'math',
+ description: 'Converts a Color to hex string',
+ keywords: ['color', 'hex', 'to', 'convert'],
+ menuPath: ['Math', 'Color', 'To Hex'],
+ isPure: true,
+ inputs: [
+ { name: 'color', displayName: 'Color', type: 'color' }
+ ],
+ outputs: [
+ { name: 'hex', displayName: 'Hex', type: 'string' }
+ ],
+ color: '#E91E63'
+};
+
+export class ColorToHexExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as ColorContext;
+ const color = ctx.evaluateInput(node.id, 'color', Color.WHITE) as Color;
+ return { outputs: { hex: (color ?? Color.WHITE).toHex() } };
+ }
+}
+
+// Color from HSL
+export const ColorFromHSLTemplate: BlueprintNodeTemplate = {
+ type: 'ColorFromHSL',
+ title: 'Color From HSL',
+ category: 'math',
+ description: 'Creates a Color from HSL values',
+ keywords: ['color', 'hsl', 'hue', 'saturation', 'lightness'],
+ menuPath: ['Math', 'Color', 'From HSL'],
+ isPure: true,
+ inputs: [
+ { name: 'h', displayName: 'H (0-360)', type: 'float', defaultValue: 0 },
+ { name: 's', displayName: 'S (0-1)', type: 'float', defaultValue: 1 },
+ { name: 'l', displayName: 'L (0-1)', type: 'float', defaultValue: 0.5 },
+ { name: 'a', displayName: 'A (0-1)', type: 'float', defaultValue: 1 }
+ ],
+ outputs: [
+ { name: 'color', displayName: 'Color', type: 'color' }
+ ],
+ color: '#E91E63'
+};
+
+export class ColorFromHSLExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as ColorContext;
+ const h = Number(ctx.evaluateInput(node.id, 'h', 0));
+ const s = Number(ctx.evaluateInput(node.id, 's', 1));
+ const l = Number(ctx.evaluateInput(node.id, 'l', 0.5));
+ const a = Number(ctx.evaluateInput(node.id, 'a', 1));
+ return { outputs: { color: Color.fromHSL(h, s, l, a) } };
+ }
+}
+
+// Color to HSL
+export const ColorToHSLTemplate: BlueprintNodeTemplate = {
+ type: 'ColorToHSL',
+ title: 'Color To HSL',
+ category: 'math',
+ description: 'Converts a Color to HSL values',
+ keywords: ['color', 'hsl', 'convert'],
+ menuPath: ['Math', 'Color', 'To HSL'],
+ isPure: true,
+ inputs: [
+ { name: 'color', displayName: 'Color', type: 'color' }
+ ],
+ outputs: [
+ { name: 'h', displayName: 'H', type: 'float' },
+ { name: 's', displayName: 'S', type: 'float' },
+ { name: 'l', displayName: 'L', type: 'float' }
+ ],
+ color: '#E91E63'
+};
+
+export class ColorToHSLExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as ColorContext;
+ const color = ctx.evaluateInput(node.id, 'color', Color.WHITE) as Color;
+ const hsl = (color ?? Color.WHITE).toHSL();
+ return { outputs: { h: hsl.h, s: hsl.s, l: hsl.l } };
+ }
+}
+
+// Color Lerp
+export const ColorLerpTemplate: BlueprintNodeTemplate = {
+ type: 'ColorLerp',
+ title: 'Color Lerp',
+ category: 'math',
+ description: 'Linear interpolation between two colors',
+ keywords: ['color', 'lerp', 'interpolate', 'blend'],
+ menuPath: ['Math', 'Color', 'Lerp'],
+ isPure: true,
+ inputs: [
+ { name: 'from', displayName: 'From', type: 'color' },
+ { name: 'to', displayName: 'To', type: 'color' },
+ { name: 't', displayName: 'T', type: 'float', defaultValue: 0.5 }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'color' }
+ ],
+ color: '#E91E63'
+};
+
+export class ColorLerpExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as ColorContext;
+ const from = ctx.evaluateInput(node.id, 'from', Color.BLACK) as Color;
+ const to = ctx.evaluateInput(node.id, 'to', Color.WHITE) as Color;
+ const t = Number(ctx.evaluateInput(node.id, 't', 0.5));
+ return { outputs: { result: Color.lerp(from ?? Color.BLACK, to ?? Color.WHITE, t) } };
+ }
+}
+
+// Color Lighten
+export const ColorLightenTemplate: BlueprintNodeTemplate = {
+ type: 'ColorLighten',
+ title: 'Color Lighten',
+ category: 'math',
+ description: 'Lightens a color',
+ keywords: ['color', 'lighten', 'bright'],
+ menuPath: ['Math', 'Color', 'Lighten'],
+ isPure: true,
+ inputs: [
+ { name: 'color', displayName: 'Color', type: 'color' },
+ { name: 'amount', displayName: 'Amount', type: 'float', defaultValue: 0.1 }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'color' }
+ ],
+ color: '#E91E63'
+};
+
+export class ColorLightenExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as ColorContext;
+ const color = ctx.evaluateInput(node.id, 'color', Color.GRAY) as Color;
+ const amount = Number(ctx.evaluateInput(node.id, 'amount', 0.1));
+ return { outputs: { result: Color.lighten(color ?? Color.GRAY, amount) } };
+ }
+}
+
+// Color Darken
+export const ColorDarkenTemplate: BlueprintNodeTemplate = {
+ type: 'ColorDarken',
+ title: 'Color Darken',
+ category: 'math',
+ description: 'Darkens a color',
+ keywords: ['color', 'darken', 'dark'],
+ menuPath: ['Math', 'Color', 'Darken'],
+ isPure: true,
+ inputs: [
+ { name: 'color', displayName: 'Color', type: 'color' },
+ { name: 'amount', displayName: 'Amount', type: 'float', defaultValue: 0.1 }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'color' }
+ ],
+ color: '#E91E63'
+};
+
+export class ColorDarkenExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as ColorContext;
+ const color = ctx.evaluateInput(node.id, 'color', Color.GRAY) as Color;
+ const amount = Number(ctx.evaluateInput(node.id, 'amount', 0.1));
+ return { outputs: { result: Color.darken(color ?? Color.GRAY, amount) } };
+ }
+}
+
+// Color Saturate
+export const ColorSaturateTemplate: BlueprintNodeTemplate = {
+ type: 'ColorSaturate',
+ title: 'Color Saturate',
+ category: 'math',
+ description: 'Increases color saturation',
+ keywords: ['color', 'saturate', 'saturation'],
+ menuPath: ['Math', 'Color', 'Saturate'],
+ isPure: true,
+ inputs: [
+ { name: 'color', displayName: 'Color', type: 'color' },
+ { name: 'amount', displayName: 'Amount', type: 'float', defaultValue: 0.1 }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'color' }
+ ],
+ color: '#E91E63'
+};
+
+export class ColorSaturateExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as ColorContext;
+ const color = ctx.evaluateInput(node.id, 'color', Color.GRAY) as Color;
+ const amount = Number(ctx.evaluateInput(node.id, 'amount', 0.1));
+ return { outputs: { result: Color.saturate(color ?? Color.GRAY, amount) } };
+ }
+}
+
+// Color Desaturate
+export const ColorDesaturateTemplate: BlueprintNodeTemplate = {
+ type: 'ColorDesaturate',
+ title: 'Color Desaturate',
+ category: 'math',
+ description: 'Decreases color saturation',
+ keywords: ['color', 'desaturate', 'saturation'],
+ menuPath: ['Math', 'Color', 'Desaturate'],
+ isPure: true,
+ inputs: [
+ { name: 'color', displayName: 'Color', type: 'color' },
+ { name: 'amount', displayName: 'Amount', type: 'float', defaultValue: 0.1 }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'color' }
+ ],
+ color: '#E91E63'
+};
+
+export class ColorDesaturateExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as ColorContext;
+ const color = ctx.evaluateInput(node.id, 'color', Color.GRAY) as Color;
+ const amount = Number(ctx.evaluateInput(node.id, 'amount', 0.1));
+ return { outputs: { result: Color.desaturate(color ?? Color.GRAY, amount) } };
+ }
+}
+
+// Color Invert
+export const ColorInvertTemplate: BlueprintNodeTemplate = {
+ type: 'ColorInvert',
+ title: 'Color Invert',
+ category: 'math',
+ description: 'Inverts a color',
+ keywords: ['color', 'invert', 'inverse'],
+ menuPath: ['Math', 'Color', 'Invert'],
+ isPure: true,
+ inputs: [
+ { name: 'color', displayName: 'Color', type: 'color' }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'color' }
+ ],
+ color: '#E91E63'
+};
+
+export class ColorInvertExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as ColorContext;
+ const color = ctx.evaluateInput(node.id, 'color', Color.WHITE) as Color;
+ return { outputs: { result: Color.invert(color ?? Color.WHITE) } };
+ }
+}
+
+// Color Grayscale
+export const ColorGrayscaleTemplate: BlueprintNodeTemplate = {
+ type: 'ColorGrayscale',
+ title: 'Color Grayscale',
+ category: 'math',
+ description: 'Converts color to grayscale',
+ keywords: ['color', 'grayscale', 'gray', 'grey'],
+ menuPath: ['Math', 'Color', 'Grayscale'],
+ isPure: true,
+ inputs: [
+ { name: 'color', displayName: 'Color', type: 'color' }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'color' }
+ ],
+ color: '#E91E63'
+};
+
+export class ColorGrayscaleExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as ColorContext;
+ const color = ctx.evaluateInput(node.id, 'color', Color.WHITE) as Color;
+ return { outputs: { result: Color.grayscale(color ?? Color.WHITE) } };
+ }
+}
+
+// Color Luminance
+export const ColorLuminanceTemplate: BlueprintNodeTemplate = {
+ type: 'ColorLuminance',
+ title: 'Color Luminance',
+ category: 'math',
+ description: 'Gets perceived brightness (0-1)',
+ keywords: ['color', 'luminance', 'brightness'],
+ menuPath: ['Math', 'Color', 'Luminance'],
+ isPure: true,
+ inputs: [
+ { name: 'color', displayName: 'Color', type: 'color' }
+ ],
+ outputs: [
+ { name: 'luminance', displayName: 'Luminance', type: 'float' }
+ ],
+ color: '#E91E63'
+};
+
+export class ColorLuminanceExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as ColorContext;
+ const color = ctx.evaluateInput(node.id, 'color', Color.WHITE) as Color;
+ return { outputs: { luminance: Color.luminance(color ?? Color.WHITE) } };
+ }
+}
+
+// Color Constants
+export const ColorConstantsTemplate: BlueprintNodeTemplate = {
+ type: 'ColorConstants',
+ title: 'Color Constants',
+ category: 'math',
+ description: 'Common color constants',
+ keywords: ['color', 'constant', 'red', 'green', 'blue', 'white', 'black'],
+ menuPath: ['Math', 'Color', 'Constants'],
+ isPure: true,
+ inputs: [],
+ outputs: [
+ { name: 'white', displayName: 'White', type: 'color' },
+ { name: 'black', displayName: 'Black', type: 'color' },
+ { name: 'red', displayName: 'Red', type: 'color' },
+ { name: 'green', displayName: 'Green', type: 'color' },
+ { name: 'blue', displayName: 'Blue', type: 'color' },
+ { name: 'transparent', displayName: 'Transparent', type: 'color' }
+ ],
+ color: '#E91E63'
+};
+
+export class ColorConstantsExecutor implements INodeExecutor {
+ execute(): ExecutionResult {
+ return {
+ outputs: {
+ white: Color.WHITE,
+ black: Color.BLACK,
+ red: Color.RED,
+ green: Color.GREEN,
+ blue: Color.BLUE,
+ transparent: Color.TRANSPARENT
+ }
+ };
+ }
+}
+
+// Node definitions collection
+export const ColorNodeDefinitions = [
+ { template: MakeColorTemplate, executor: new MakeColorExecutor() },
+ { template: BreakColorTemplate, executor: new BreakColorExecutor() },
+ { template: ColorFromHexTemplate, executor: new ColorFromHexExecutor() },
+ { template: ColorToHexTemplate, executor: new ColorToHexExecutor() },
+ { template: ColorFromHSLTemplate, executor: new ColorFromHSLExecutor() },
+ { template: ColorToHSLTemplate, executor: new ColorToHSLExecutor() },
+ { template: ColorLerpTemplate, executor: new ColorLerpExecutor() },
+ { template: ColorLightenTemplate, executor: new ColorLightenExecutor() },
+ { template: ColorDarkenTemplate, executor: new ColorDarkenExecutor() },
+ { template: ColorSaturateTemplate, executor: new ColorSaturateExecutor() },
+ { template: ColorDesaturateTemplate, executor: new ColorDesaturateExecutor() },
+ { template: ColorInvertTemplate, executor: new ColorInvertExecutor() },
+ { template: ColorGrayscaleTemplate, executor: new ColorGrayscaleExecutor() },
+ { template: ColorLuminanceTemplate, executor: new ColorLuminanceExecutor() },
+ { template: ColorConstantsTemplate, executor: new ColorConstantsExecutor() }
+];
diff --git a/packages/framework/math/src/nodes/FixedNodes.ts b/packages/framework/math/src/nodes/FixedNodes.ts
new file mode 100644
index 00000000..7a99f01f
--- /dev/null
+++ b/packages/framework/math/src/nodes/FixedNodes.ts
@@ -0,0 +1,662 @@
+/**
+ * @zh Fixed32 定点数蓝图节点
+ * @en Fixed32 Blueprint Nodes
+ */
+
+import type { BlueprintNodeTemplate, BlueprintNode, INodeExecutor, ExecutionResult } from '@esengine/blueprint';
+import { Fixed32 } from '../Fixed32';
+
+interface FixedContext {
+ evaluateInput(nodeId: string, pinName: string, defaultValue?: unknown): unknown;
+}
+
+// Make Fixed32 from float
+export const Fixed32FromTemplate: BlueprintNodeTemplate = {
+ type: 'Fixed32From',
+ title: 'Fixed32 From Float',
+ category: 'math',
+ description: 'Creates Fixed32 from float',
+ keywords: ['fixed', 'fixed32', 'from', 'create', 'deterministic'],
+ menuPath: ['Math', 'Fixed', 'From Float'],
+ isPure: true,
+ inputs: [
+ { name: 'value', displayName: 'Value', type: 'float', defaultValue: 0 }
+ ],
+ outputs: [
+ { name: 'fixed', displayName: 'Fixed32', type: 'object' }
+ ],
+ color: '#9C27B0'
+};
+
+export class Fixed32FromExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as FixedContext;
+ const value = Number(ctx.evaluateInput(node.id, 'value', 0));
+ return { outputs: { fixed: Fixed32.from(value) } };
+ }
+}
+
+// Make Fixed32 from int
+export const Fixed32FromIntTemplate: BlueprintNodeTemplate = {
+ type: 'Fixed32FromInt',
+ title: 'Fixed32 From Int',
+ category: 'math',
+ description: 'Creates Fixed32 from integer (no precision loss)',
+ keywords: ['fixed', 'fixed32', 'from', 'int', 'integer'],
+ menuPath: ['Math', 'Fixed', 'From Int'],
+ isPure: true,
+ inputs: [
+ { name: 'value', displayName: 'Value', type: 'int', defaultValue: 0 }
+ ],
+ outputs: [
+ { name: 'fixed', displayName: 'Fixed32', type: 'object' }
+ ],
+ color: '#9C27B0'
+};
+
+export class Fixed32FromIntExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as FixedContext;
+ const value = Math.floor(Number(ctx.evaluateInput(node.id, 'value', 0)));
+ return { outputs: { fixed: Fixed32.fromInt(value) } };
+ }
+}
+
+// Fixed32 to float
+export const Fixed32ToFloatTemplate: BlueprintNodeTemplate = {
+ type: 'Fixed32ToFloat',
+ title: 'Fixed32 To Float',
+ category: 'math',
+ description: 'Converts Fixed32 to float',
+ keywords: ['fixed', 'fixed32', 'to', 'float', 'convert'],
+ menuPath: ['Math', 'Fixed', 'To Float'],
+ isPure: true,
+ inputs: [
+ { name: 'fixed', displayName: 'Fixed32', type: 'object' }
+ ],
+ outputs: [
+ { name: 'value', displayName: 'Value', type: 'float' }
+ ],
+ color: '#9C27B0'
+};
+
+export class Fixed32ToFloatExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as FixedContext;
+ const fixed = ctx.evaluateInput(node.id, 'fixed', Fixed32.ZERO) as Fixed32;
+ return { outputs: { value: fixed?.toNumber() ?? 0 } };
+ }
+}
+
+// Fixed32 to int
+export const Fixed32ToIntTemplate: BlueprintNodeTemplate = {
+ type: 'Fixed32ToInt',
+ title: 'Fixed32 To Int',
+ category: 'math',
+ description: 'Converts Fixed32 to integer (floor)',
+ keywords: ['fixed', 'fixed32', 'to', 'int', 'integer'],
+ menuPath: ['Math', 'Fixed', 'To Int'],
+ isPure: true,
+ inputs: [
+ { name: 'fixed', displayName: 'Fixed32', type: 'object' }
+ ],
+ outputs: [
+ { name: 'value', displayName: 'Value', type: 'int' }
+ ],
+ color: '#9C27B0'
+};
+
+export class Fixed32ToIntExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as FixedContext;
+ const fixed = ctx.evaluateInput(node.id, 'fixed', Fixed32.ZERO) as Fixed32;
+ return { outputs: { value: fixed?.toInt() ?? 0 } };
+ }
+}
+
+// Fixed32 Add
+export const Fixed32AddTemplate: BlueprintNodeTemplate = {
+ type: 'Fixed32Add',
+ title: 'Fixed32 +',
+ category: 'math',
+ description: 'Adds two Fixed32 values',
+ keywords: ['fixed', 'add', 'plus', '+'],
+ menuPath: ['Math', 'Fixed', 'Add'],
+ isPure: true,
+ inputs: [
+ { name: 'a', displayName: 'A', type: 'object' },
+ { name: 'b', displayName: 'B', type: 'object' }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'object' }
+ ],
+ color: '#9C27B0'
+};
+
+export class Fixed32AddExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as FixedContext;
+ const a = ctx.evaluateInput(node.id, 'a', Fixed32.ZERO) as Fixed32;
+ const b = ctx.evaluateInput(node.id, 'b', Fixed32.ZERO) as Fixed32;
+ return { outputs: { result: (a ?? Fixed32.ZERO).add(b ?? Fixed32.ZERO) } };
+ }
+}
+
+// Fixed32 Subtract
+export const Fixed32SubtractTemplate: BlueprintNodeTemplate = {
+ type: 'Fixed32Subtract',
+ title: 'Fixed32 -',
+ category: 'math',
+ description: 'Subtracts B from A',
+ keywords: ['fixed', 'subtract', 'minus', '-'],
+ menuPath: ['Math', 'Fixed', 'Subtract'],
+ isPure: true,
+ inputs: [
+ { name: 'a', displayName: 'A', type: 'object' },
+ { name: 'b', displayName: 'B', type: 'object' }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'object' }
+ ],
+ color: '#9C27B0'
+};
+
+export class Fixed32SubtractExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as FixedContext;
+ const a = ctx.evaluateInput(node.id, 'a', Fixed32.ZERO) as Fixed32;
+ const b = ctx.evaluateInput(node.id, 'b', Fixed32.ZERO) as Fixed32;
+ return { outputs: { result: (a ?? Fixed32.ZERO).sub(b ?? Fixed32.ZERO) } };
+ }
+}
+
+// Fixed32 Multiply
+export const Fixed32MultiplyTemplate: BlueprintNodeTemplate = {
+ type: 'Fixed32Multiply',
+ title: 'Fixed32 *',
+ category: 'math',
+ description: 'Multiplies two Fixed32 values',
+ keywords: ['fixed', 'multiply', 'times', '*'],
+ menuPath: ['Math', 'Fixed', 'Multiply'],
+ isPure: true,
+ inputs: [
+ { name: 'a', displayName: 'A', type: 'object' },
+ { name: 'b', displayName: 'B', type: 'object' }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'object' }
+ ],
+ color: '#9C27B0'
+};
+
+export class Fixed32MultiplyExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as FixedContext;
+ const a = ctx.evaluateInput(node.id, 'a', Fixed32.ONE) as Fixed32;
+ const b = ctx.evaluateInput(node.id, 'b', Fixed32.ONE) as Fixed32;
+ return { outputs: { result: (a ?? Fixed32.ONE).mul(b ?? Fixed32.ONE) } };
+ }
+}
+
+// Fixed32 Divide
+export const Fixed32DivideTemplate: BlueprintNodeTemplate = {
+ type: 'Fixed32Divide',
+ title: 'Fixed32 /',
+ category: 'math',
+ description: 'Divides A by B',
+ keywords: ['fixed', 'divide', '/'],
+ menuPath: ['Math', 'Fixed', 'Divide'],
+ isPure: true,
+ inputs: [
+ { name: 'a', displayName: 'A', type: 'object' },
+ { name: 'b', displayName: 'B', type: 'object' }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'object' }
+ ],
+ color: '#9C27B0'
+};
+
+export class Fixed32DivideExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as FixedContext;
+ const a = ctx.evaluateInput(node.id, 'a', Fixed32.ZERO) as Fixed32;
+ const b = ctx.evaluateInput(node.id, 'b', Fixed32.ONE) as Fixed32;
+ const divisor = b ?? Fixed32.ONE;
+ if (divisor.isZero()) {
+ return { outputs: { result: Fixed32.ZERO } };
+ }
+ return { outputs: { result: (a ?? Fixed32.ZERO).div(divisor) } };
+ }
+}
+
+// Fixed32 Negate
+export const Fixed32NegateTemplate: BlueprintNodeTemplate = {
+ type: 'Fixed32Negate',
+ title: 'Fixed32 Negate',
+ category: 'math',
+ description: 'Negates a Fixed32 value',
+ keywords: ['fixed', 'negate', '-'],
+ menuPath: ['Math', 'Fixed', 'Negate'],
+ isPure: true,
+ inputs: [
+ { name: 'value', displayName: 'Value', type: 'object' }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'object' }
+ ],
+ color: '#9C27B0'
+};
+
+export class Fixed32NegateExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as FixedContext;
+ const value = ctx.evaluateInput(node.id, 'value', Fixed32.ZERO) as Fixed32;
+ return { outputs: { result: (value ?? Fixed32.ZERO).neg() } };
+ }
+}
+
+// Fixed32 Abs
+export const Fixed32AbsTemplate: BlueprintNodeTemplate = {
+ type: 'Fixed32Abs',
+ title: 'Fixed32 Abs',
+ category: 'math',
+ description: 'Absolute value of Fixed32',
+ keywords: ['fixed', 'abs', 'absolute'],
+ menuPath: ['Math', 'Fixed', 'Abs'],
+ isPure: true,
+ inputs: [
+ { name: 'value', displayName: 'Value', type: 'object' }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'object' }
+ ],
+ color: '#9C27B0'
+};
+
+export class Fixed32AbsExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as FixedContext;
+ const value = ctx.evaluateInput(node.id, 'value', Fixed32.ZERO) as Fixed32;
+ return { outputs: { result: (value ?? Fixed32.ZERO).abs() } };
+ }
+}
+
+// Fixed32 Sqrt
+export const Fixed32SqrtTemplate: BlueprintNodeTemplate = {
+ type: 'Fixed32Sqrt',
+ title: 'Fixed32 Sqrt',
+ category: 'math',
+ description: 'Square root (deterministic)',
+ keywords: ['fixed', 'sqrt', 'square', 'root'],
+ menuPath: ['Math', 'Fixed', 'Sqrt'],
+ isPure: true,
+ inputs: [
+ { name: 'value', displayName: 'Value', type: 'object' }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'object' }
+ ],
+ color: '#9C27B0'
+};
+
+export class Fixed32SqrtExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as FixedContext;
+ const value = ctx.evaluateInput(node.id, 'value', Fixed32.ZERO) as Fixed32;
+ return { outputs: { result: Fixed32.sqrt(value ?? Fixed32.ZERO) } };
+ }
+}
+
+// Fixed32 Floor
+export const Fixed32FloorTemplate: BlueprintNodeTemplate = {
+ type: 'Fixed32Floor',
+ title: 'Fixed32 Floor',
+ category: 'math',
+ description: 'Floor of Fixed32',
+ keywords: ['fixed', 'floor', 'round', 'down'],
+ menuPath: ['Math', 'Fixed', 'Floor'],
+ isPure: true,
+ inputs: [
+ { name: 'value', displayName: 'Value', type: 'object' }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'object' }
+ ],
+ color: '#9C27B0'
+};
+
+export class Fixed32FloorExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as FixedContext;
+ const value = ctx.evaluateInput(node.id, 'value', Fixed32.ZERO) as Fixed32;
+ return { outputs: { result: Fixed32.floor(value ?? Fixed32.ZERO) } };
+ }
+}
+
+// Fixed32 Ceil
+export const Fixed32CeilTemplate: BlueprintNodeTemplate = {
+ type: 'Fixed32Ceil',
+ title: 'Fixed32 Ceil',
+ category: 'math',
+ description: 'Ceiling of Fixed32',
+ keywords: ['fixed', 'ceil', 'ceiling', 'round', 'up'],
+ menuPath: ['Math', 'Fixed', 'Ceil'],
+ isPure: true,
+ inputs: [
+ { name: 'value', displayName: 'Value', type: 'object' }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'object' }
+ ],
+ color: '#9C27B0'
+};
+
+export class Fixed32CeilExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as FixedContext;
+ const value = ctx.evaluateInput(node.id, 'value', Fixed32.ZERO) as Fixed32;
+ return { outputs: { result: Fixed32.ceil(value ?? Fixed32.ZERO) } };
+ }
+}
+
+// Fixed32 Round
+export const Fixed32RoundTemplate: BlueprintNodeTemplate = {
+ type: 'Fixed32Round',
+ title: 'Fixed32 Round',
+ category: 'math',
+ description: 'Rounds Fixed32 to nearest integer',
+ keywords: ['fixed', 'round'],
+ menuPath: ['Math', 'Fixed', 'Round'],
+ isPure: true,
+ inputs: [
+ { name: 'value', displayName: 'Value', type: 'object' }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'object' }
+ ],
+ color: '#9C27B0'
+};
+
+export class Fixed32RoundExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as FixedContext;
+ const value = ctx.evaluateInput(node.id, 'value', Fixed32.ZERO) as Fixed32;
+ return { outputs: { result: Fixed32.round(value ?? Fixed32.ZERO) } };
+ }
+}
+
+// Fixed32 Sign
+export const Fixed32SignTemplate: BlueprintNodeTemplate = {
+ type: 'Fixed32Sign',
+ title: 'Fixed32 Sign',
+ category: 'math',
+ description: 'Sign of Fixed32 (-1, 0, or 1)',
+ keywords: ['fixed', 'sign'],
+ menuPath: ['Math', 'Fixed', 'Sign'],
+ isPure: true,
+ inputs: [
+ { name: 'value', displayName: 'Value', type: 'object' }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'object' }
+ ],
+ color: '#9C27B0'
+};
+
+export class Fixed32SignExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as FixedContext;
+ const value = ctx.evaluateInput(node.id, 'value', Fixed32.ZERO) as Fixed32;
+ return { outputs: { result: Fixed32.sign(value ?? Fixed32.ZERO) } };
+ }
+}
+
+// Fixed32 Min
+export const Fixed32MinTemplate: BlueprintNodeTemplate = {
+ type: 'Fixed32Min',
+ title: 'Fixed32 Min',
+ category: 'math',
+ description: 'Minimum of two Fixed32 values',
+ keywords: ['fixed', 'min', 'minimum'],
+ menuPath: ['Math', 'Fixed', 'Min'],
+ isPure: true,
+ inputs: [
+ { name: 'a', displayName: 'A', type: 'object' },
+ { name: 'b', displayName: 'B', type: 'object' }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'object' }
+ ],
+ color: '#9C27B0'
+};
+
+export class Fixed32MinExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as FixedContext;
+ const a = ctx.evaluateInput(node.id, 'a', Fixed32.ZERO) as Fixed32;
+ const b = ctx.evaluateInput(node.id, 'b', Fixed32.ZERO) as Fixed32;
+ return { outputs: { result: Fixed32.min(a ?? Fixed32.ZERO, b ?? Fixed32.ZERO) } };
+ }
+}
+
+// Fixed32 Max
+export const Fixed32MaxTemplate: BlueprintNodeTemplate = {
+ type: 'Fixed32Max',
+ title: 'Fixed32 Max',
+ category: 'math',
+ description: 'Maximum of two Fixed32 values',
+ keywords: ['fixed', 'max', 'maximum'],
+ menuPath: ['Math', 'Fixed', 'Max'],
+ isPure: true,
+ inputs: [
+ { name: 'a', displayName: 'A', type: 'object' },
+ { name: 'b', displayName: 'B', type: 'object' }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'object' }
+ ],
+ color: '#9C27B0'
+};
+
+export class Fixed32MaxExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as FixedContext;
+ const a = ctx.evaluateInput(node.id, 'a', Fixed32.ZERO) as Fixed32;
+ const b = ctx.evaluateInput(node.id, 'b', Fixed32.ZERO) as Fixed32;
+ return { outputs: { result: Fixed32.max(a ?? Fixed32.ZERO, b ?? Fixed32.ZERO) } };
+ }
+}
+
+// Fixed32 Clamp
+export const Fixed32ClampTemplate: BlueprintNodeTemplate = {
+ type: 'Fixed32Clamp',
+ title: 'Fixed32 Clamp',
+ category: 'math',
+ description: 'Clamps Fixed32 to range',
+ keywords: ['fixed', 'clamp', 'limit', 'range'],
+ menuPath: ['Math', 'Fixed', 'Clamp'],
+ isPure: true,
+ inputs: [
+ { name: 'value', displayName: 'Value', type: 'object' },
+ { name: 'min', displayName: 'Min', type: 'object' },
+ { name: 'max', displayName: 'Max', type: 'object' }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'object' }
+ ],
+ color: '#9C27B0'
+};
+
+export class Fixed32ClampExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as FixedContext;
+ const value = ctx.evaluateInput(node.id, 'value', Fixed32.ZERO) as Fixed32;
+ const min = ctx.evaluateInput(node.id, 'min', Fixed32.ZERO) as Fixed32;
+ const max = ctx.evaluateInput(node.id, 'max', Fixed32.ONE) as Fixed32;
+ return { outputs: { result: Fixed32.clamp(value ?? Fixed32.ZERO, min ?? Fixed32.ZERO, max ?? Fixed32.ONE) } };
+ }
+}
+
+// Fixed32 Lerp
+export const Fixed32LerpTemplate: BlueprintNodeTemplate = {
+ type: 'Fixed32Lerp',
+ title: 'Fixed32 Lerp',
+ category: 'math',
+ description: 'Linear interpolation between A and B',
+ keywords: ['fixed', 'lerp', 'interpolate', 'blend'],
+ menuPath: ['Math', 'Fixed', 'Lerp'],
+ isPure: true,
+ inputs: [
+ { name: 'a', displayName: 'A', type: 'object' },
+ { name: 'b', displayName: 'B', type: 'object' },
+ { name: 't', displayName: 'T', type: 'object' }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'object' }
+ ],
+ color: '#9C27B0'
+};
+
+export class Fixed32LerpExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as FixedContext;
+ const a = ctx.evaluateInput(node.id, 'a', Fixed32.ZERO) as Fixed32;
+ const b = ctx.evaluateInput(node.id, 'b', Fixed32.ONE) as Fixed32;
+ const t = ctx.evaluateInput(node.id, 't', Fixed32.HALF) as Fixed32;
+ return { outputs: { result: Fixed32.lerp(a ?? Fixed32.ZERO, b ?? Fixed32.ONE, t ?? Fixed32.HALF) } };
+ }
+}
+
+// Fixed32 Compare
+export const Fixed32CompareTemplate: BlueprintNodeTemplate = {
+ type: 'Fixed32Compare',
+ title: 'Fixed32 Compare',
+ category: 'math',
+ description: 'Compares two Fixed32 values',
+ keywords: ['fixed', 'compare', 'equal', 'less', 'greater'],
+ menuPath: ['Math', 'Fixed', 'Compare'],
+ isPure: true,
+ inputs: [
+ { name: 'a', displayName: 'A', type: 'object' },
+ { name: 'b', displayName: 'B', type: 'object' }
+ ],
+ outputs: [
+ { name: 'equal', displayName: 'A == B', type: 'bool' },
+ { name: 'less', displayName: 'A < B', type: 'bool' },
+ { name: 'greater', displayName: 'A > B', type: 'bool' }
+ ],
+ color: '#9C27B0'
+};
+
+export class Fixed32CompareExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as FixedContext;
+ const a = ctx.evaluateInput(node.id, 'a', Fixed32.ZERO) as Fixed32;
+ const b = ctx.evaluateInput(node.id, 'b', Fixed32.ZERO) as Fixed32;
+ const aVal = a ?? Fixed32.ZERO;
+ const bVal = b ?? Fixed32.ZERO;
+ return {
+ outputs: {
+ equal: aVal.eq(bVal),
+ less: aVal.lt(bVal),
+ greater: aVal.gt(bVal)
+ }
+ };
+ }
+}
+
+// Fixed32 IsZero
+export const Fixed32IsZeroTemplate: BlueprintNodeTemplate = {
+ type: 'Fixed32IsZero',
+ title: 'Fixed32 Is Zero',
+ category: 'math',
+ description: 'Checks if Fixed32 is zero, positive, or negative',
+ keywords: ['fixed', 'zero', 'check'],
+ menuPath: ['Math', 'Fixed', 'Is Zero'],
+ isPure: true,
+ inputs: [
+ { name: 'value', displayName: 'Value', type: 'object' }
+ ],
+ outputs: [
+ { name: 'isZero', displayName: 'Is Zero', type: 'bool' },
+ { name: 'isPositive', displayName: 'Is Positive', type: 'bool' },
+ { name: 'isNegative', displayName: 'Is Negative', type: 'bool' }
+ ],
+ color: '#9C27B0'
+};
+
+export class Fixed32IsZeroExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as FixedContext;
+ const value = ctx.evaluateInput(node.id, 'value', Fixed32.ZERO) as Fixed32;
+ const val = value ?? Fixed32.ZERO;
+ return {
+ outputs: {
+ isZero: val.isZero(),
+ isPositive: val.isPositive(),
+ isNegative: val.isNegative()
+ }
+ };
+ }
+}
+
+// Fixed32 Constants
+export const Fixed32ConstantsTemplate: BlueprintNodeTemplate = {
+ type: 'Fixed32Constants',
+ title: 'Fixed32 Constants',
+ category: 'math',
+ description: 'Common Fixed32 constants',
+ keywords: ['fixed', 'constant', 'pi', 'zero', 'one'],
+ menuPath: ['Math', 'Fixed', 'Constants'],
+ isPure: true,
+ inputs: [],
+ outputs: [
+ { name: 'zero', displayName: '0', type: 'object' },
+ { name: 'one', displayName: '1', type: 'object' },
+ { name: 'half', displayName: '0.5', type: 'object' },
+ { name: 'pi', displayName: 'PI', type: 'object' },
+ { name: 'twoPi', displayName: '2PI', type: 'object' }
+ ],
+ color: '#9C27B0'
+};
+
+export class Fixed32ConstantsExecutor implements INodeExecutor {
+ execute(): ExecutionResult {
+ return {
+ outputs: {
+ zero: Fixed32.ZERO,
+ one: Fixed32.ONE,
+ half: Fixed32.HALF,
+ pi: Fixed32.PI,
+ twoPi: Fixed32.TWO_PI
+ }
+ };
+ }
+}
+
+// Node definitions collection
+export const FixedNodeDefinitions = [
+ { template: Fixed32FromTemplate, executor: new Fixed32FromExecutor() },
+ { template: Fixed32FromIntTemplate, executor: new Fixed32FromIntExecutor() },
+ { template: Fixed32ToFloatTemplate, executor: new Fixed32ToFloatExecutor() },
+ { template: Fixed32ToIntTemplate, executor: new Fixed32ToIntExecutor() },
+ { template: Fixed32AddTemplate, executor: new Fixed32AddExecutor() },
+ { template: Fixed32SubtractTemplate, executor: new Fixed32SubtractExecutor() },
+ { template: Fixed32MultiplyTemplate, executor: new Fixed32MultiplyExecutor() },
+ { template: Fixed32DivideTemplate, executor: new Fixed32DivideExecutor() },
+ { template: Fixed32NegateTemplate, executor: new Fixed32NegateExecutor() },
+ { template: Fixed32AbsTemplate, executor: new Fixed32AbsExecutor() },
+ { template: Fixed32SqrtTemplate, executor: new Fixed32SqrtExecutor() },
+ { template: Fixed32FloorTemplate, executor: new Fixed32FloorExecutor() },
+ { template: Fixed32CeilTemplate, executor: new Fixed32CeilExecutor() },
+ { template: Fixed32RoundTemplate, executor: new Fixed32RoundExecutor() },
+ { template: Fixed32SignTemplate, executor: new Fixed32SignExecutor() },
+ { template: Fixed32MinTemplate, executor: new Fixed32MinExecutor() },
+ { template: Fixed32MaxTemplate, executor: new Fixed32MaxExecutor() },
+ { template: Fixed32ClampTemplate, executor: new Fixed32ClampExecutor() },
+ { template: Fixed32LerpTemplate, executor: new Fixed32LerpExecutor() },
+ { template: Fixed32CompareTemplate, executor: new Fixed32CompareExecutor() },
+ { template: Fixed32IsZeroTemplate, executor: new Fixed32IsZeroExecutor() },
+ { template: Fixed32ConstantsTemplate, executor: new Fixed32ConstantsExecutor() }
+];
diff --git a/packages/framework/math/src/nodes/FixedVectorNodes.ts b/packages/framework/math/src/nodes/FixedVectorNodes.ts
new file mode 100644
index 00000000..4fd9ca4f
--- /dev/null
+++ b/packages/framework/math/src/nodes/FixedVectorNodes.ts
@@ -0,0 +1,360 @@
+/**
+ * @zh FixedVector2 定点向量蓝图节点
+ * @en FixedVector2 Blueprint Nodes
+ */
+
+import type { BlueprintNodeTemplate, BlueprintNode, INodeExecutor, ExecutionResult } from '@esengine/blueprint';
+import { FixedVector2 } from '../FixedVector2';
+import { Fixed32 } from '../Fixed32';
+
+interface FixedVectorContext {
+ evaluateInput(nodeId: string, pinName: string, defaultValue?: unknown): unknown;
+}
+
+// Make FixedVector2
+export const MakeFixedVector2Template: BlueprintNodeTemplate = {
+ type: 'MakeFixedVector2',
+ title: 'Make FixedVector2',
+ category: 'math',
+ description: 'Creates FixedVector2 from floats',
+ keywords: ['make', 'create', 'fixed', 'vector', 'deterministic'],
+ menuPath: ['Math', 'Fixed Vector', 'Make FixedVector2'],
+ isPure: true,
+ inputs: [
+ { name: 'x', displayName: 'X', type: 'float', defaultValue: 0 },
+ { name: 'y', displayName: 'Y', type: 'float', defaultValue: 0 }
+ ],
+ outputs: [
+ { name: 'vector', displayName: 'Vector', type: 'object' }
+ ],
+ color: '#673AB7'
+};
+
+export class MakeFixedVector2Executor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as FixedVectorContext;
+ const x = Number(ctx.evaluateInput(node.id, 'x', 0));
+ const y = Number(ctx.evaluateInput(node.id, 'y', 0));
+ return { outputs: { vector: FixedVector2.from(x, y) } };
+ }
+}
+
+// Break FixedVector2
+export const BreakFixedVector2Template: BlueprintNodeTemplate = {
+ type: 'BreakFixedVector2',
+ title: 'Break FixedVector2',
+ category: 'math',
+ description: 'Breaks FixedVector2 into X and Y floats',
+ keywords: ['break', 'split', 'fixed', 'vector'],
+ menuPath: ['Math', 'Fixed Vector', 'Break FixedVector2'],
+ isPure: true,
+ inputs: [
+ { name: 'vector', displayName: 'Vector', type: 'object' }
+ ],
+ outputs: [
+ { name: 'x', displayName: 'X', type: 'float' },
+ { name: 'y', displayName: 'Y', type: 'float' }
+ ],
+ color: '#673AB7'
+};
+
+export class BreakFixedVector2Executor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as FixedVectorContext;
+ const vector = ctx.evaluateInput(node.id, 'vector', FixedVector2.ZERO) as FixedVector2;
+ const v = vector ?? FixedVector2.ZERO;
+ return { outputs: { x: v.x.toNumber(), y: v.y.toNumber() } };
+ }
+}
+
+// FixedVector2 Add
+export const FixedVector2AddTemplate: BlueprintNodeTemplate = {
+ type: 'FixedVector2Add',
+ title: 'FixedVector2 +',
+ category: 'math',
+ description: 'Adds two fixed vectors',
+ keywords: ['fixed', 'vector', 'add', '+'],
+ menuPath: ['Math', 'Fixed Vector', 'Add'],
+ isPure: true,
+ inputs: [
+ { name: 'a', displayName: 'A', type: 'object' },
+ { name: 'b', displayName: 'B', type: 'object' }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'object' }
+ ],
+ color: '#673AB7'
+};
+
+export class FixedVector2AddExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as FixedVectorContext;
+ const a = ctx.evaluateInput(node.id, 'a', FixedVector2.ZERO) as FixedVector2;
+ const b = ctx.evaluateInput(node.id, 'b', FixedVector2.ZERO) as FixedVector2;
+ return { outputs: { result: (a ?? FixedVector2.ZERO).add(b ?? FixedVector2.ZERO) } };
+ }
+}
+
+// FixedVector2 Subtract
+export const FixedVector2SubtractTemplate: BlueprintNodeTemplate = {
+ type: 'FixedVector2Subtract',
+ title: 'FixedVector2 -',
+ category: 'math',
+ description: 'Subtracts B from A',
+ keywords: ['fixed', 'vector', 'subtract', '-'],
+ menuPath: ['Math', 'Fixed Vector', 'Subtract'],
+ isPure: true,
+ inputs: [
+ { name: 'a', displayName: 'A', type: 'object' },
+ { name: 'b', displayName: 'B', type: 'object' }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'object' }
+ ],
+ color: '#673AB7'
+};
+
+export class FixedVector2SubtractExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as FixedVectorContext;
+ const a = ctx.evaluateInput(node.id, 'a', FixedVector2.ZERO) as FixedVector2;
+ const b = ctx.evaluateInput(node.id, 'b', FixedVector2.ZERO) as FixedVector2;
+ return { outputs: { result: (a ?? FixedVector2.ZERO).sub(b ?? FixedVector2.ZERO) } };
+ }
+}
+
+// FixedVector2 Scale
+export const FixedVector2ScaleTemplate: BlueprintNodeTemplate = {
+ type: 'FixedVector2Scale',
+ title: 'FixedVector2 *',
+ category: 'math',
+ description: 'Scales vector by Fixed32 scalar',
+ keywords: ['fixed', 'vector', 'scale', '*'],
+ menuPath: ['Math', 'Fixed Vector', 'Scale'],
+ isPure: true,
+ inputs: [
+ { name: 'vector', displayName: 'Vector', type: 'object' },
+ { name: 'scalar', displayName: 'Scalar', type: 'object' }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'object' }
+ ],
+ color: '#673AB7'
+};
+
+export class FixedVector2ScaleExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as FixedVectorContext;
+ const vector = ctx.evaluateInput(node.id, 'vector', FixedVector2.ZERO) as FixedVector2;
+ const scalar = ctx.evaluateInput(node.id, 'scalar', Fixed32.ONE) as Fixed32;
+ return { outputs: { result: (vector ?? FixedVector2.ZERO).mul(scalar ?? Fixed32.ONE) } };
+ }
+}
+
+// FixedVector2 Negate
+export const FixedVector2NegateTemplate: BlueprintNodeTemplate = {
+ type: 'FixedVector2Negate',
+ title: 'FixedVector2 Negate',
+ category: 'math',
+ description: 'Negates a fixed vector',
+ keywords: ['fixed', 'vector', 'negate', '-'],
+ menuPath: ['Math', 'Fixed Vector', 'Negate'],
+ isPure: true,
+ inputs: [
+ { name: 'vector', displayName: 'Vector', type: 'object' }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'object' }
+ ],
+ color: '#673AB7'
+};
+
+export class FixedVector2NegateExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as FixedVectorContext;
+ const vector = ctx.evaluateInput(node.id, 'vector', FixedVector2.ZERO) as FixedVector2;
+ return { outputs: { result: (vector ?? FixedVector2.ZERO).neg() } };
+ }
+}
+
+// FixedVector2 Length
+export const FixedVector2LengthTemplate: BlueprintNodeTemplate = {
+ type: 'FixedVector2Length',
+ title: 'FixedVector2 Length',
+ category: 'math',
+ description: 'Gets the length of a fixed vector',
+ keywords: ['fixed', 'vector', 'length', 'magnitude'],
+ menuPath: ['Math', 'Fixed Vector', 'Length'],
+ isPure: true,
+ inputs: [
+ { name: 'vector', displayName: 'Vector', type: 'object' }
+ ],
+ outputs: [
+ { name: 'length', displayName: 'Length', type: 'object' }
+ ],
+ color: '#673AB7'
+};
+
+export class FixedVector2LengthExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as FixedVectorContext;
+ const vector = ctx.evaluateInput(node.id, 'vector', FixedVector2.ZERO) as FixedVector2;
+ return { outputs: { length: (vector ?? FixedVector2.ZERO).length() } };
+ }
+}
+
+// FixedVector2 Normalize
+export const FixedVector2NormalizeTemplate: BlueprintNodeTemplate = {
+ type: 'FixedVector2Normalize',
+ title: 'FixedVector2 Normalize',
+ category: 'math',
+ description: 'Normalizes a fixed vector',
+ keywords: ['fixed', 'vector', 'normalize', 'unit'],
+ menuPath: ['Math', 'Fixed Vector', 'Normalize'],
+ isPure: true,
+ inputs: [
+ { name: 'vector', displayName: 'Vector', type: 'object' }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'object' }
+ ],
+ color: '#673AB7'
+};
+
+export class FixedVector2NormalizeExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as FixedVectorContext;
+ const vector = ctx.evaluateInput(node.id, 'vector', FixedVector2.ZERO) as FixedVector2;
+ return { outputs: { result: (vector ?? FixedVector2.ZERO).normalize() } };
+ }
+}
+
+// FixedVector2 Dot
+export const FixedVector2DotTemplate: BlueprintNodeTemplate = {
+ type: 'FixedVector2Dot',
+ title: 'FixedVector2 Dot',
+ category: 'math',
+ description: 'Calculates dot product',
+ keywords: ['fixed', 'vector', 'dot', 'product'],
+ menuPath: ['Math', 'Fixed Vector', 'Dot Product'],
+ isPure: true,
+ inputs: [
+ { name: 'a', displayName: 'A', type: 'object' },
+ { name: 'b', displayName: 'B', type: 'object' }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'object' }
+ ],
+ color: '#673AB7'
+};
+
+export class FixedVector2DotExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as FixedVectorContext;
+ const a = ctx.evaluateInput(node.id, 'a', FixedVector2.ZERO) as FixedVector2;
+ const b = ctx.evaluateInput(node.id, 'b', FixedVector2.ZERO) as FixedVector2;
+ return { outputs: { result: FixedVector2.dot(a ?? FixedVector2.ZERO, b ?? FixedVector2.ZERO) } };
+ }
+}
+
+// FixedVector2 Cross
+export const FixedVector2CrossTemplate: BlueprintNodeTemplate = {
+ type: 'FixedVector2Cross',
+ title: 'FixedVector2 Cross',
+ category: 'math',
+ description: '2D cross product (returns Fixed32)',
+ keywords: ['fixed', 'vector', 'cross', 'product'],
+ menuPath: ['Math', 'Fixed Vector', 'Cross Product'],
+ isPure: true,
+ inputs: [
+ { name: 'a', displayName: 'A', type: 'object' },
+ { name: 'b', displayName: 'B', type: 'object' }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'object' }
+ ],
+ color: '#673AB7'
+};
+
+export class FixedVector2CrossExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as FixedVectorContext;
+ const a = ctx.evaluateInput(node.id, 'a', FixedVector2.ZERO) as FixedVector2;
+ const b = ctx.evaluateInput(node.id, 'b', FixedVector2.ZERO) as FixedVector2;
+ return { outputs: { result: FixedVector2.cross(a ?? FixedVector2.ZERO, b ?? FixedVector2.ZERO) } };
+ }
+}
+
+// FixedVector2 Distance
+export const FixedVector2DistanceTemplate: BlueprintNodeTemplate = {
+ type: 'FixedVector2Distance',
+ title: 'FixedVector2 Distance',
+ category: 'math',
+ description: 'Distance between two points',
+ keywords: ['fixed', 'vector', 'distance'],
+ menuPath: ['Math', 'Fixed Vector', 'Distance'],
+ isPure: true,
+ inputs: [
+ { name: 'a', displayName: 'A', type: 'object' },
+ { name: 'b', displayName: 'B', type: 'object' }
+ ],
+ outputs: [
+ { name: 'distance', displayName: 'Distance', type: 'object' }
+ ],
+ color: '#673AB7'
+};
+
+export class FixedVector2DistanceExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as FixedVectorContext;
+ const a = ctx.evaluateInput(node.id, 'a', FixedVector2.ZERO) as FixedVector2;
+ const b = ctx.evaluateInput(node.id, 'b', FixedVector2.ZERO) as FixedVector2;
+ return { outputs: { distance: FixedVector2.distance(a ?? FixedVector2.ZERO, b ?? FixedVector2.ZERO) } };
+ }
+}
+
+// FixedVector2 Lerp
+export const FixedVector2LerpTemplate: BlueprintNodeTemplate = {
+ type: 'FixedVector2Lerp',
+ title: 'FixedVector2 Lerp',
+ category: 'math',
+ description: 'Linear interpolation between two vectors',
+ keywords: ['fixed', 'vector', 'lerp', 'interpolate'],
+ menuPath: ['Math', 'Fixed Vector', 'Lerp'],
+ isPure: true,
+ inputs: [
+ { name: 'a', displayName: 'A', type: 'object' },
+ { name: 'b', displayName: 'B', type: 'object' },
+ { name: 't', displayName: 'T', type: 'object' }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'object' }
+ ],
+ color: '#673AB7'
+};
+
+export class FixedVector2LerpExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as FixedVectorContext;
+ const a = ctx.evaluateInput(node.id, 'a', FixedVector2.ZERO) as FixedVector2;
+ const b = ctx.evaluateInput(node.id, 'b', FixedVector2.ZERO) as FixedVector2;
+ const t = ctx.evaluateInput(node.id, 't', Fixed32.HALF) as Fixed32;
+ return { outputs: { result: FixedVector2.lerp(a ?? FixedVector2.ZERO, b ?? FixedVector2.ZERO, t ?? Fixed32.HALF) } };
+ }
+}
+
+// Node definitions collection
+export const FixedVectorNodeDefinitions = [
+ { template: MakeFixedVector2Template, executor: new MakeFixedVector2Executor() },
+ { template: BreakFixedVector2Template, executor: new BreakFixedVector2Executor() },
+ { template: FixedVector2AddTemplate, executor: new FixedVector2AddExecutor() },
+ { template: FixedVector2SubtractTemplate, executor: new FixedVector2SubtractExecutor() },
+ { template: FixedVector2ScaleTemplate, executor: new FixedVector2ScaleExecutor() },
+ { template: FixedVector2NegateTemplate, executor: new FixedVector2NegateExecutor() },
+ { template: FixedVector2LengthTemplate, executor: new FixedVector2LengthExecutor() },
+ { template: FixedVector2NormalizeTemplate, executor: new FixedVector2NormalizeExecutor() },
+ { template: FixedVector2DotTemplate, executor: new FixedVector2DotExecutor() },
+ { template: FixedVector2CrossTemplate, executor: new FixedVector2CrossExecutor() },
+ { template: FixedVector2DistanceTemplate, executor: new FixedVector2DistanceExecutor() },
+ { template: FixedVector2LerpTemplate, executor: new FixedVector2LerpExecutor() }
+];
diff --git a/packages/framework/math/src/nodes/VectorNodes.ts b/packages/framework/math/src/nodes/VectorNodes.ts
new file mode 100644
index 00000000..ce028750
--- /dev/null
+++ b/packages/framework/math/src/nodes/VectorNodes.ts
@@ -0,0 +1,387 @@
+/**
+ * @zh Vector2 蓝图节点
+ * @en Vector2 Blueprint Nodes
+ */
+
+import type { BlueprintNodeTemplate, BlueprintNode, INodeExecutor, ExecutionResult } from '@esengine/blueprint';
+import { Vector2 } from '../Vector2';
+
+interface VectorContext {
+ evaluateInput(nodeId: string, pinName: string, defaultValue?: unknown): unknown;
+}
+
+// Make Vector2
+export const MakeVector2Template: BlueprintNodeTemplate = {
+ type: 'MakeVector2',
+ title: 'Make Vector2',
+ category: 'math',
+ description: 'Creates a Vector2 from X and Y',
+ keywords: ['make', 'create', 'vector', 'vector2'],
+ menuPath: ['Math', 'Vector', 'Make Vector2'],
+ isPure: true,
+ inputs: [
+ { name: 'x', displayName: 'X', type: 'float', defaultValue: 0 },
+ { name: 'y', displayName: 'Y', type: 'float', defaultValue: 0 }
+ ],
+ outputs: [
+ { name: 'vector', displayName: 'Vector', type: 'vector2' }
+ ],
+ color: '#2196F3'
+};
+
+export class MakeVector2Executor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as VectorContext;
+ const x = Number(ctx.evaluateInput(node.id, 'x', 0));
+ const y = Number(ctx.evaluateInput(node.id, 'y', 0));
+ return { outputs: { vector: new Vector2(x, y) } };
+ }
+}
+
+// Break Vector2
+export const BreakVector2Template: BlueprintNodeTemplate = {
+ type: 'BreakVector2',
+ title: 'Break Vector2',
+ category: 'math',
+ description: 'Breaks a Vector2 into X and Y',
+ keywords: ['break', 'split', 'vector', 'vector2'],
+ menuPath: ['Math', 'Vector', 'Break Vector2'],
+ isPure: true,
+ inputs: [
+ { name: 'vector', displayName: 'Vector', type: 'vector2' }
+ ],
+ outputs: [
+ { name: 'x', displayName: 'X', type: 'float' },
+ { name: 'y', displayName: 'Y', type: 'float' }
+ ],
+ color: '#2196F3'
+};
+
+export class BreakVector2Executor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as VectorContext;
+ const vector = ctx.evaluateInput(node.id, 'vector', Vector2.ZERO) as Vector2;
+ return { outputs: { x: vector?.x ?? 0, y: vector?.y ?? 0 } };
+ }
+}
+
+// Vector2 Add
+export const Vector2AddTemplate: BlueprintNodeTemplate = {
+ type: 'Vector2Add',
+ title: 'Vector2 +',
+ category: 'math',
+ description: 'Adds two vectors',
+ keywords: ['add', 'plus', 'vector'],
+ menuPath: ['Math', 'Vector', 'Add'],
+ isPure: true,
+ inputs: [
+ { name: 'a', displayName: 'A', type: 'vector2' },
+ { name: 'b', displayName: 'B', type: 'vector2' }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'vector2' }
+ ],
+ color: '#2196F3'
+};
+
+export class Vector2AddExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as VectorContext;
+ const a = ctx.evaluateInput(node.id, 'a', Vector2.ZERO) as Vector2;
+ const b = ctx.evaluateInput(node.id, 'b', Vector2.ZERO) as Vector2;
+ return { outputs: { result: Vector2.add(a ?? Vector2.ZERO, b ?? Vector2.ZERO) } };
+ }
+}
+
+// Vector2 Subtract
+export const Vector2SubtractTemplate: BlueprintNodeTemplate = {
+ type: 'Vector2Subtract',
+ title: 'Vector2 -',
+ category: 'math',
+ description: 'Subtracts B from A',
+ keywords: ['subtract', 'minus', 'vector'],
+ menuPath: ['Math', 'Vector', 'Subtract'],
+ isPure: true,
+ inputs: [
+ { name: 'a', displayName: 'A', type: 'vector2' },
+ { name: 'b', displayName: 'B', type: 'vector2' }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'vector2' }
+ ],
+ color: '#2196F3'
+};
+
+export class Vector2SubtractExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as VectorContext;
+ const a = ctx.evaluateInput(node.id, 'a', Vector2.ZERO) as Vector2;
+ const b = ctx.evaluateInput(node.id, 'b', Vector2.ZERO) as Vector2;
+ return { outputs: { result: Vector2.subtract(a ?? Vector2.ZERO, b ?? Vector2.ZERO) } };
+ }
+}
+
+// Vector2 Scale
+export const Vector2ScaleTemplate: BlueprintNodeTemplate = {
+ type: 'Vector2Scale',
+ title: 'Vector2 *',
+ category: 'math',
+ description: 'Scales a vector by a scalar',
+ keywords: ['scale', 'multiply', 'vector'],
+ menuPath: ['Math', 'Vector', 'Scale'],
+ isPure: true,
+ inputs: [
+ { name: 'vector', displayName: 'Vector', type: 'vector2' },
+ { name: 'scalar', displayName: 'Scalar', type: 'float', defaultValue: 1 }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'vector2' }
+ ],
+ color: '#2196F3'
+};
+
+export class Vector2ScaleExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as VectorContext;
+ const vector = ctx.evaluateInput(node.id, 'vector', Vector2.ZERO) as Vector2;
+ const scalar = Number(ctx.evaluateInput(node.id, 'scalar', 1));
+ return { outputs: { result: Vector2.multiply(vector ?? Vector2.ZERO, scalar) } };
+ }
+}
+
+// Vector2 Length
+export const Vector2LengthTemplate: BlueprintNodeTemplate = {
+ type: 'Vector2Length',
+ title: 'Vector2 Length',
+ category: 'math',
+ description: 'Gets the length of a vector',
+ keywords: ['length', 'magnitude', 'vector'],
+ menuPath: ['Math', 'Vector', 'Length'],
+ isPure: true,
+ inputs: [
+ { name: 'vector', displayName: 'Vector', type: 'vector2' }
+ ],
+ outputs: [
+ { name: 'length', displayName: 'Length', type: 'float' }
+ ],
+ color: '#2196F3'
+};
+
+export class Vector2LengthExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as VectorContext;
+ const vector = ctx.evaluateInput(node.id, 'vector', Vector2.ZERO) as Vector2;
+ return { outputs: { length: (vector ?? Vector2.ZERO).length } };
+ }
+}
+
+// Vector2 Normalize
+export const Vector2NormalizeTemplate: BlueprintNodeTemplate = {
+ type: 'Vector2Normalize',
+ title: 'Vector2 Normalize',
+ category: 'math',
+ description: 'Normalizes a vector to unit length',
+ keywords: ['normalize', 'unit', 'vector'],
+ menuPath: ['Math', 'Vector', 'Normalize'],
+ isPure: true,
+ inputs: [
+ { name: 'vector', displayName: 'Vector', type: 'vector2' }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'vector2' }
+ ],
+ color: '#2196F3'
+};
+
+export class Vector2NormalizeExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as VectorContext;
+ const vector = ctx.evaluateInput(node.id, 'vector', Vector2.ZERO) as Vector2;
+ return { outputs: { result: (vector ?? Vector2.ZERO).normalized() } };
+ }
+}
+
+// Vector2 Dot
+export const Vector2DotTemplate: BlueprintNodeTemplate = {
+ type: 'Vector2Dot',
+ title: 'Vector2 Dot',
+ category: 'math',
+ description: 'Calculates dot product',
+ keywords: ['dot', 'product', 'vector'],
+ menuPath: ['Math', 'Vector', 'Dot Product'],
+ isPure: true,
+ inputs: [
+ { name: 'a', displayName: 'A', type: 'vector2' },
+ { name: 'b', displayName: 'B', type: 'vector2' }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'float' }
+ ],
+ color: '#2196F3'
+};
+
+export class Vector2DotExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as VectorContext;
+ const a = ctx.evaluateInput(node.id, 'a', Vector2.ZERO) as Vector2;
+ const b = ctx.evaluateInput(node.id, 'b', Vector2.ZERO) as Vector2;
+ return { outputs: { result: Vector2.dot(a ?? Vector2.ZERO, b ?? Vector2.ZERO) } };
+ }
+}
+
+// Vector2 Cross
+export const Vector2CrossTemplate: BlueprintNodeTemplate = {
+ type: 'Vector2Cross',
+ title: 'Vector2 Cross',
+ category: 'math',
+ description: '2D cross product (returns scalar)',
+ keywords: ['cross', 'product', 'vector'],
+ menuPath: ['Math', 'Vector', 'Cross Product'],
+ isPure: true,
+ inputs: [
+ { name: 'a', displayName: 'A', type: 'vector2' },
+ { name: 'b', displayName: 'B', type: 'vector2' }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'float' }
+ ],
+ color: '#2196F3'
+};
+
+export class Vector2CrossExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as VectorContext;
+ const a = ctx.evaluateInput(node.id, 'a', Vector2.ZERO) as Vector2;
+ const b = ctx.evaluateInput(node.id, 'b', Vector2.ZERO) as Vector2;
+ return { outputs: { result: Vector2.cross(a ?? Vector2.ZERO, b ?? Vector2.ZERO) } };
+ }
+}
+
+// Vector2 Distance
+export const Vector2DistanceTemplate: BlueprintNodeTemplate = {
+ type: 'Vector2Distance',
+ title: 'Vector2 Distance',
+ category: 'math',
+ description: 'Distance between two points',
+ keywords: ['distance', 'length', 'vector'],
+ menuPath: ['Math', 'Vector', 'Distance'],
+ isPure: true,
+ inputs: [
+ { name: 'a', displayName: 'A', type: 'vector2' },
+ { name: 'b', displayName: 'B', type: 'vector2' }
+ ],
+ outputs: [
+ { name: 'distance', displayName: 'Distance', type: 'float' }
+ ],
+ color: '#2196F3'
+};
+
+export class Vector2DistanceExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as VectorContext;
+ const a = ctx.evaluateInput(node.id, 'a', Vector2.ZERO) as Vector2;
+ const b = ctx.evaluateInput(node.id, 'b', Vector2.ZERO) as Vector2;
+ return { outputs: { distance: Vector2.distance(a ?? Vector2.ZERO, b ?? Vector2.ZERO) } };
+ }
+}
+
+// Vector2 Lerp
+export const Vector2LerpTemplate: BlueprintNodeTemplate = {
+ type: 'Vector2Lerp',
+ title: 'Vector2 Lerp',
+ category: 'math',
+ description: 'Linear interpolation between two vectors',
+ keywords: ['lerp', 'interpolate', 'vector'],
+ menuPath: ['Math', 'Vector', 'Lerp'],
+ isPure: true,
+ inputs: [
+ { name: 'a', displayName: 'A', type: 'vector2' },
+ { name: 'b', displayName: 'B', type: 'vector2' },
+ { name: 't', displayName: 'T', type: 'float', defaultValue: 0.5 }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'vector2' }
+ ],
+ color: '#2196F3'
+};
+
+export class Vector2LerpExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as VectorContext;
+ const a = ctx.evaluateInput(node.id, 'a', Vector2.ZERO) as Vector2;
+ const b = ctx.evaluateInput(node.id, 'b', Vector2.ZERO) as Vector2;
+ const t = Number(ctx.evaluateInput(node.id, 't', 0.5));
+ return { outputs: { result: Vector2.lerp(a ?? Vector2.ZERO, b ?? Vector2.ZERO, t) } };
+ }
+}
+
+// Vector2 Rotate
+export const Vector2RotateTemplate: BlueprintNodeTemplate = {
+ type: 'Vector2Rotate',
+ title: 'Vector2 Rotate',
+ category: 'math',
+ description: 'Rotates a vector by angle (radians)',
+ keywords: ['rotate', 'turn', 'vector'],
+ menuPath: ['Math', 'Vector', 'Rotate'],
+ isPure: true,
+ inputs: [
+ { name: 'vector', displayName: 'Vector', type: 'vector2' },
+ { name: 'angle', displayName: 'Angle (rad)', type: 'float', defaultValue: 0 }
+ ],
+ outputs: [
+ { name: 'result', displayName: 'Result', type: 'vector2' }
+ ],
+ color: '#2196F3'
+};
+
+export class Vector2RotateExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as VectorContext;
+ const vector = ctx.evaluateInput(node.id, 'vector', Vector2.ZERO) as Vector2;
+ const angle = Number(ctx.evaluateInput(node.id, 'angle', 0));
+ return { outputs: { result: (vector ?? Vector2.ZERO).rotated(angle) } };
+ }
+}
+
+// Vector2 From Angle
+export const Vector2FromAngleTemplate: BlueprintNodeTemplate = {
+ type: 'Vector2FromAngle',
+ title: 'Vector2 From Angle',
+ category: 'math',
+ description: 'Creates unit vector from angle (radians)',
+ keywords: ['from', 'angle', 'direction', 'vector'],
+ menuPath: ['Math', 'Vector', 'From Angle'],
+ isPure: true,
+ inputs: [
+ { name: 'angle', displayName: 'Angle (rad)', type: 'float', defaultValue: 0 }
+ ],
+ outputs: [
+ { name: 'vector', displayName: 'Vector', type: 'vector2' }
+ ],
+ color: '#2196F3'
+};
+
+export class Vector2FromAngleExecutor implements INodeExecutor {
+ execute(node: BlueprintNode, context: unknown): ExecutionResult {
+ const ctx = context as VectorContext;
+ const angle = Number(ctx.evaluateInput(node.id, 'angle', 0));
+ return { outputs: { vector: Vector2.fromAngle(angle) } };
+ }
+}
+
+// Node definitions collection
+export const VectorNodeDefinitions = [
+ { template: MakeVector2Template, executor: new MakeVector2Executor() },
+ { template: BreakVector2Template, executor: new BreakVector2Executor() },
+ { template: Vector2AddTemplate, executor: new Vector2AddExecutor() },
+ { template: Vector2SubtractTemplate, executor: new Vector2SubtractExecutor() },
+ { template: Vector2ScaleTemplate, executor: new Vector2ScaleExecutor() },
+ { template: Vector2LengthTemplate, executor: new Vector2LengthExecutor() },
+ { template: Vector2NormalizeTemplate, executor: new Vector2NormalizeExecutor() },
+ { template: Vector2DotTemplate, executor: new Vector2DotExecutor() },
+ { template: Vector2CrossTemplate, executor: new Vector2CrossExecutor() },
+ { template: Vector2DistanceTemplate, executor: new Vector2DistanceExecutor() },
+ { template: Vector2LerpTemplate, executor: new Vector2LerpExecutor() },
+ { template: Vector2RotateTemplate, executor: new Vector2RotateExecutor() },
+ { template: Vector2FromAngleTemplate, executor: new Vector2FromAngleExecutor() }
+];
diff --git a/packages/framework/math/src/nodes/index.ts b/packages/framework/math/src/nodes/index.ts
new file mode 100644
index 00000000..29bbca7d
--- /dev/null
+++ b/packages/framework/math/src/nodes/index.ts
@@ -0,0 +1,29 @@
+/**
+ * @zh 数学库蓝图节点
+ * @en Math Library Blueprint Nodes
+ *
+ * @zh 导出所有数学相关的蓝图节点
+ * @en Exports all math-related blueprint nodes
+ */
+
+export * from './VectorNodes';
+export * from './FixedNodes';
+export * from './FixedVectorNodes';
+export * from './ColorNodes';
+
+// Re-export node definition collections
+import { VectorNodeDefinitions } from './VectorNodes';
+import { FixedNodeDefinitions } from './FixedNodes';
+import { FixedVectorNodeDefinitions } from './FixedVectorNodes';
+import { ColorNodeDefinitions } from './ColorNodes';
+
+/**
+ * @zh 所有数学库蓝图节点定义
+ * @en All math library blueprint node definitions
+ */
+export const MathNodeDefinitions = [
+ ...VectorNodeDefinitions,
+ ...FixedNodeDefinitions,
+ ...FixedVectorNodeDefinitions,
+ ...ColorNodeDefinitions
+];
diff --git a/pnpm-lock.yaml b/pnpm-lock.yaml
index e2715856..9569613c 100644
--- a/pnpm-lock.yaml
+++ b/pnpm-lock.yaml
@@ -1575,6 +1575,10 @@ importers:
version: 5.9.3
packages/framework/math:
+ dependencies:
+ '@esengine/blueprint':
+ specifier: workspace:*
+ version: link:../blueprint
devDependencies:
'@rollup/plugin-commonjs':
specifier: ^28.0.3