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								local Vector2D = {
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								    Zero = {X = 0, Y = 0}
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								}
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								function Vector2D.New(x, y)
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								    return {X = x or 0, Y = y or 0}
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								end
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								function Vector2D.Add(a, b)
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								    return Vector2D.New(a.X + b.X, a.Y + b.Y)
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								end
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								function Vector2D.Sub(a, b)
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								    return Vector2D.New(a.X - b.X, a.Y - b.Y)
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								end
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								function Vector2D.Mul(v, s)
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								    return Vector2D.New(v.X * s, v.Y * s)
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								end
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								function Vector2D.Div(v, s)
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								    return Vector2D.New(v.X / s, v.Y / s)
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								end
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								function Vector2D.Magnitude(v)
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								    return math.sqrt(v.X * v.X + v.Y * v.Y)
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								end
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								function Vector2D.Normalize(v)
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								    local mag = Vector2D.Magnitude(v)
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								    return mag > 0 and Vector2D.Div(v, mag) or Vector2D.New()
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								end
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								function Vector2D.Dot(a, b)
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								    return a.X * b.X + a.Y * b.Y
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								end
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								-- 2D 叉积(返回标量)
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								function Vector2D.Cross(a, b)
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								    return a.X * b.Y - a.Y * b.X
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								end
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								function Vector2D.ToUnrealEngine3D(vector, z)
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								    local FVector = import("Vector")
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								    local new_vector = FVector()
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								    new_vector.Z = z
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								    new_vector.X = vector.X
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								    new_vector.Y = vector.Y
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								    return new_vector
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								end
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											2025-10-08 02:52:32 +08:00
										 
									 
								 
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								function Vector2D.Equals(a, b, tolerance)
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								    local tol = tolerance or 0.001
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								    print(tol, a.X-b.X, a.Y-b.Y)
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								    return math.abs(a.X - b.X) < tol and math.abs(a.Y - b.Y) < tol
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								end
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											2025-07-09 01:08:35 +08:00
										 
									 
								 
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								return Vector2D
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