* refactor: reorganize package structure and decouple framework packages ## Package Structure Reorganization - Reorganized 55 packages into categorized subdirectories: - packages/framework/ - Generic framework (Laya/Cocos compatible) - packages/engine/ - ESEngine core modules - packages/rendering/ - Rendering modules (WASM dependent) - packages/physics/ - Physics modules - packages/streaming/ - World streaming - packages/network-ext/ - Network extensions - packages/editor/ - Editor framework and plugins - packages/rust/ - Rust WASM engine - packages/tools/ - Build tools and SDK ## Framework Package Decoupling - Decoupled behavior-tree and blueprint packages from ESEngine dependencies - Created abstracted interfaces (IBTAssetManager, IBehaviorTreeAssetContent) - ESEngine-specific code moved to esengine/ subpath exports - Framework packages now usable with Cocos/Laya without ESEngine ## CI Configuration - Updated CI to only type-check and lint framework packages - Added type-check:framework and lint:framework scripts ## Breaking Changes - Package import paths changed due to directory reorganization - ESEngine integrations now use subpath imports (e.g., '@esengine/behavior-tree/esengine') * fix: update es-engine file path after directory reorganization * docs: update README to focus on framework over engine * ci: only build framework packages, remove Rust/WASM dependencies * fix: remove esengine subpath from behavior-tree and blueprint builds ESEngine integration code will only be available in full engine builds. Framework packages are now purely engine-agnostic. * fix: move network-protocols to framework, build both in CI * fix: update workflow paths from packages/core to packages/framework/core * fix: exclude esengine folder from type-check in behavior-tree and blueprint * fix: update network tsconfig references to new paths * fix: add test:ci:framework to only test framework packages in CI * fix: only build core and math npm packages in CI * fix: exclude test files from CodeQL and fix string escaping security issue
563 lines
13 KiB
TypeScript
563 lines
13 KiB
TypeScript
/**
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* 2D 向量数据接口
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*
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* 轻量级数据结构,用于组件属性和序列化。
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* Lightweight data structure for component properties and serialization.
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*/
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export interface IVector2 {
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x: number;
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y: number;
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}
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/**
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* 2D向量类
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*
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* 提供完整的2D向量运算功能,包括:
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* - 基础运算(加减乘除)
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* - 向量运算(点积、叉积、归一化)
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* - 几何运算(距离、角度、投影)
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* - 变换操作(旋转、反射、插值)
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*/
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export class Vector2 implements IVector2 {
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/** X分量 */
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public x: number;
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/** Y分量 */
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public y: number;
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/**
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* 创建2D向量
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* @param x X分量,默认为0
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* @param y Y分量,默认为0
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*/
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constructor(x: number = 0, y: number = 0) {
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this.x = x;
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this.y = y;
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}
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// 静态常量
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/** 零向量 (0, 0) */
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static readonly ZERO = new Vector2(0, 0);
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/** 单位向量 (1, 1) */
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static readonly ONE = new Vector2(1, 1);
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/** 右方向向量 (1, 0) */
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static readonly RIGHT = new Vector2(1, 0);
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/** 左方向向量 (-1, 0) */
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static readonly LEFT = new Vector2(-1, 0);
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/** 上方向向量 (0, 1) */
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static readonly UP = new Vector2(0, 1);
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/** 下方向向量 (0, -1) */
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static readonly DOWN = new Vector2(0, -1);
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// 基础属性
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/**
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* 获取向量长度(模)
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*/
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get length(): number {
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return Math.sqrt(this.x * this.x + this.y * this.y);
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}
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/**
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* 获取向量长度的平方
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*/
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get lengthSquared(): number {
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return this.x * this.x + this.y * this.y;
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}
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/**
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* 获取向量角度(弧度)
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*/
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get angle(): number {
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return Math.atan2(this.y, this.x);
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}
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/**
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* 检查是否为零向量
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*/
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get isZero(): boolean {
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return this.x === 0 && this.y === 0;
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}
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/**
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* 检查是否为单位向量
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*/
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get isUnit(): boolean {
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const lenSq = this.lengthSquared;
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return Math.abs(lenSq - 1) < Number.EPSILON;
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}
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// 基础运算
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/**
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* 设置向量分量
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* @param x X分量
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* @param y Y分量
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* @returns 当前向量实例(链式调用)
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*/
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set(x: number, y: number): this {
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this.x = x;
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this.y = y;
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return this;
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}
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/**
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* 复制另一个向量的值
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* @param other 源向量
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* @returns 当前向量实例(链式调用)
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*/
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copy(other: Vector2): this {
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this.x = other.x;
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this.y = other.y;
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return this;
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}
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/**
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* 克隆当前向量
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* @returns 新的向量实例
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*/
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clone(): Vector2 {
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return new Vector2(this.x, this.y);
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}
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/**
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* 向量加法
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* @param other 另一个向量
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* @returns 当前向量实例(链式调用)
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*/
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add(other: Vector2): this {
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this.x += other.x;
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this.y += other.y;
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return this;
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}
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/**
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* 向量减法
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* @param other 另一个向量
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* @returns 当前向量实例(链式调用)
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*/
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subtract(other: Vector2): this {
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this.x -= other.x;
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this.y -= other.y;
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return this;
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}
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/**
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* 向量数乘
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* @param scalar 标量
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* @returns 当前向量实例(链式调用)
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*/
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multiply(scalar: number): this {
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this.x *= scalar;
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this.y *= scalar;
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return this;
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}
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/**
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* 向量数除
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* @param scalar 标量
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* @returns 当前向量实例(链式调用)
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*/
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divide(scalar: number): this {
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if (scalar === 0) {
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throw new Error('不能除以零');
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}
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this.x /= scalar;
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this.y /= scalar;
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return this;
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}
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/**
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* 向量取反
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* @returns 当前向量实例(链式调用)
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*/
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negate(): this {
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this.x = -this.x;
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this.y = -this.y;
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return this;
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}
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// 向量运算
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/**
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* 计算与另一个向量的点积
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* @param other 另一个向量
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* @returns 点积值
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*/
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dot(other: Vector2): number {
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return this.x * other.x + this.y * other.y;
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}
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/**
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* 计算与另一个向量的叉积(2D中返回标量)
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* @param other 另一个向量
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* @returns 叉积值
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*/
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cross(other: Vector2): number {
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return this.x * other.y - this.y * other.x;
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}
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/**
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* 向量归一化(转换为单位向量)
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* @returns 当前向量实例(链式调用)
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*/
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normalize(): this {
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const len = this.length;
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if (len === 0) {
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return this;
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}
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return this.divide(len);
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}
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/**
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* 获取归一化后的向量(不修改原向量)
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* @returns 新的单位向量
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*/
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normalized(): Vector2 {
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return this.clone().normalize();
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}
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// 几何运算
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/**
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* 计算到另一个向量的距离
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* @param other 另一个向量
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* @returns 距离值
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*/
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distanceTo(other: Vector2): number {
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const dx = this.x - other.x;
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const dy = this.y - other.y;
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return Math.sqrt(dx * dx + dy * dy);
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}
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/**
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* 计算到另一个向量的距离平方
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* @param other 另一个向量
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* @returns 距离平方值
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*/
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distanceToSquared(other: Vector2): number {
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const dx = this.x - other.x;
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const dy = this.y - other.y;
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return dx * dx + dy * dy;
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}
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/**
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* 计算与另一个向量的夹角(弧度)
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* @param other 另一个向量
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* @returns 夹角(0到π)
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*/
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angleTo(other: Vector2): number {
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const dot = this.dot(other);
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const lenProduct = this.length * other.length;
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if (lenProduct === 0) return 0;
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return Math.acos(Math.max(-1, Math.min(1, dot / lenProduct)));
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}
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/**
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* 计算向量在另一个向量上的投影
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* @param onto 投影目标向量
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* @returns 新的投影向量
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*/
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projectOnto(onto: Vector2): Vector2 {
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const dot = this.dot(onto);
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const lenSq = onto.lengthSquared;
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if (lenSq === 0) return new Vector2();
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return onto.clone().multiply(dot / lenSq);
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}
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/**
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* 计算向量在另一个向量上的投影长度
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* @param onto 投影目标向量
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* @returns 投影长度(带符号)
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*/
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projectOntoLength(onto: Vector2): number {
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const len = onto.length;
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if (len === 0) return 0;
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return this.dot(onto) / len;
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}
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/**
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* 获取垂直向量(顺时针旋转90度)
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* Get perpendicular vector (clockwise 90 degrees)
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* @returns 新的垂直向量
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*/
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perpendicular(): Vector2 {
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// Clockwise 90° rotation: (x, y) -> (y, -x)
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// 顺时针旋转 90°
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return new Vector2(this.y, -this.x);
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}
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// 变换操作
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/**
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* 向量旋转(顺时针为正)
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* Rotate vector (clockwise positive)
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*
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* 使用左手坐标系约定:正角度 = 顺时针旋转
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* Uses left-hand coordinate system: positive angle = clockwise
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*
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* @param angle 旋转角度(弧度)
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* @returns 当前向量实例(链式调用)
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*/
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rotate(angle: number): this {
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const cos = Math.cos(angle);
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const sin = Math.sin(angle);
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// Clockwise rotation: x' = x*cos + y*sin, y' = -x*sin + y*cos
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// 顺时针旋转公式
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const x = this.x * cos + this.y * sin;
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const y = -this.x * sin + this.y * cos;
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this.x = x;
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this.y = y;
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return this;
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}
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/**
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* 获取旋转后的向量(不修改原向量)
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* @param angle 旋转角度(弧度)
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* @returns 新的旋转后向量
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*/
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rotated(angle: number): Vector2 {
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return this.clone().rotate(angle);
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}
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/**
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* 围绕一个点旋转
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* @param center 旋转中心点
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* @param angle 旋转角度(弧度)
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* @returns 当前向量实例(链式调用)
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*/
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rotateAround(center: Vector2, angle: number): this {
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return this.subtract(center).rotate(angle).add(center);
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}
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/**
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* 反射向量(关于法线)
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* @param normal 法线向量(应为单位向量)
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* @returns 当前向量实例(链式调用)
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*/
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reflect(normal: Vector2): this {
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const dot = this.dot(normal);
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this.x -= 2 * dot * normal.x;
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this.y -= 2 * dot * normal.y;
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return this;
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}
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/**
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* 获取反射后的向量(不修改原向量)
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* @param normal 法线向量(应为单位向量)
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* @returns 新的反射向量
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*/
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reflected(normal: Vector2): Vector2 {
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return this.clone().reflect(normal);
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}
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// 插值和限制
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/**
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* 线性插值
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* @param target 目标向量
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* @param t 插值参数(0到1)
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* @returns 当前向量实例(链式调用)
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*/
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lerp(target: Vector2, t: number): this {
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this.x += (target.x - this.x) * t;
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this.y += (target.y - this.y) * t;
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return this;
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}
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/**
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* 限制向量长度
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* @param maxLength 最大长度
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* @returns 当前向量实例(链式调用)
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*/
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clampLength(maxLength: number): this {
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const lenSq = this.lengthSquared;
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if (lenSq > maxLength * maxLength) {
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return this.normalize().multiply(maxLength);
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}
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return this;
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}
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/**
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* 限制向量分量
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* @param min 最小值向量
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* @param max 最大值向量
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* @returns 当前向量实例(链式调用)
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*/
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clamp(min: Vector2, max: Vector2): this {
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this.x = Math.max(min.x, Math.min(max.x, this.x));
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this.y = Math.max(min.y, Math.min(max.y, this.y));
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return this;
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}
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// 比较操作
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/**
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* 检查两个向量是否相等
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* @param other 另一个向量
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* @param epsilon 容差,默认为Number.EPSILON
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* @returns 是否相等
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*/
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equals(other: Vector2, epsilon: number = Number.EPSILON): boolean {
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return Math.abs(this.x - other.x) < epsilon &&
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Math.abs(this.y - other.y) < epsilon;
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}
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/**
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* 检查两个向量是否完全相等
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* @param other 另一个向量
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* @returns 是否完全相等
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*/
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exactEquals(other: Vector2): boolean {
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return this.x === other.x && this.y === other.y;
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}
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// 静态方法
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/**
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* 向量加法(静态方法)
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* @param a 向量a
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* @param b 向量b
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* @returns 新的结果向量
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*/
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static add(a: Vector2, b: Vector2): Vector2 {
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return new Vector2(a.x + b.x, a.y + b.y);
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}
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/**
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* 向量减法(静态方法)
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* @param a 向量a
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* @param b 向量b
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* @returns 新的结果向量
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*/
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static subtract(a: Vector2, b: Vector2): Vector2 {
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return new Vector2(a.x - b.x, a.y - b.y);
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}
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/**
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* 向量数乘(静态方法)
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* @param vector 向量
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* @param scalar 标量
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* @returns 新的结果向量
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*/
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static multiply(vector: Vector2, scalar: number): Vector2 {
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return new Vector2(vector.x * scalar, vector.y * scalar);
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}
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/**
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* 向量点积(静态方法)
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* @param a 向量a
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* @param b 向量b
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* @returns 点积值
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*/
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static dot(a: Vector2, b: Vector2): number {
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return a.x * b.x + a.y * b.y;
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}
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/**
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* 向量叉积(静态方法)
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* @param a 向量a
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* @param b 向量b
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* @returns 叉积值
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*/
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static cross(a: Vector2, b: Vector2): number {
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return a.x * b.y - a.y * b.x;
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}
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/**
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* 计算两点间距离(静态方法)
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* @param a 点a
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* @param b 点b
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* @returns 距离值
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*/
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static distance(a: Vector2, b: Vector2): number {
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const dx = a.x - b.x;
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const dy = a.y - b.y;
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return Math.sqrt(dx * dx + dy * dy);
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}
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/**
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* 线性插值(静态方法)
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* @param a 起始向量
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* @param b 目标向量
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* @param t 插值参数(0到1)
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* @returns 新的插值结果向量
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*/
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static lerp(a: Vector2, b: Vector2, t: number): Vector2 {
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return new Vector2(
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a.x + (b.x - a.x) * t,
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a.y + (b.y - a.y) * t
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);
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}
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/**
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* 从角度创建单位向量(静态方法)
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* @param angle 角度(弧度)
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* @returns 新的单位向量
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*/
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static fromAngle(angle: number): Vector2 {
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return new Vector2(Math.cos(angle), Math.sin(angle));
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}
|
||
|
||
/**
|
||
* 从极坐标创建向量(静态方法)
|
||
* @param length 长度
|
||
* @param angle 角度(弧度)
|
||
* @returns 新的向量
|
||
*/
|
||
static fromPolar(length: number, angle: number): Vector2 {
|
||
return new Vector2(length * Math.cos(angle), length * Math.sin(angle));
|
||
}
|
||
|
||
/**
|
||
* 获取两个向量中的最小分量向量(静态方法)
|
||
* @param a 向量a
|
||
* @param b 向量b
|
||
* @returns 新的最小分量向量
|
||
*/
|
||
static min(a: Vector2, b: Vector2): Vector2 {
|
||
return new Vector2(Math.min(a.x, b.x), Math.min(a.y, b.y));
|
||
}
|
||
|
||
/**
|
||
* 获取两个向量中的最大分量向量(静态方法)
|
||
* @param a 向量a
|
||
* @param b 向量b
|
||
* @returns 新的最大分量向量
|
||
*/
|
||
static max(a: Vector2, b: Vector2): Vector2 {
|
||
return new Vector2(Math.max(a.x, b.x), Math.max(a.y, b.y));
|
||
}
|
||
|
||
// 字符串转换
|
||
|
||
/**
|
||
* 转换为字符串
|
||
* @returns 字符串表示
|
||
*/
|
||
toString(): string {
|
||
return `Vector2(${this.x.toFixed(3)}, ${this.y.toFixed(3)})`;
|
||
}
|
||
|
||
/**
|
||
* 转换为数组
|
||
* @returns [x, y] 数组
|
||
*/
|
||
toArray(): [number, number] {
|
||
return [this.x, this.y];
|
||
}
|
||
|
||
/**
|
||
* 转换为普通对象
|
||
* @returns {x, y} 对象
|
||
*/
|
||
toObject(): { x: number; y: number } {
|
||
return { x: this.x, y: this.y };
|
||
}
|
||
}
|