VectorHelper = {} ---@param v1 FVector ---@param v2 FVector ---@return FVector function VectorHelper.Dot(v1, v2) return v1.X * v2.X + v1.Y * v2.Y + v1.Z * v2.Z end ---@param v1 FVector ---@param v2 FVector ---@return FVector function VectorHelper.Mul(v1, v2) if type(v1) == 'number' and type(v2) == 'number' then return nil elseif type(v1) == 'number' then return VectorHelper.Mul(v2, v1) else return VectorHelper.ToLuaTable(Vector.New(v1.X * v2.X, v1.Y * v2.Y, v1.Z * v2.Z)) end end ---@param v1 FVector ---@param S float ---@return FVector function VectorHelper.MulScalar(v1, S) return VectorHelper.ToLuaTable(Vector.New(v1.X * S, v1.Y * S, v1.Z * S)) end ---@param v1 FVector2D ---@param S float ---@return FVector function VectorHelper.MulScalar2D(v1, S) return VectorHelper.ToLuaTable(Vector2D.New(v1.X * S, v1.Y * S)) end ---@param v1 FVector ---@param number float ---@return FVector function VectorHelper.MulNumber(v1, number) return VectorHelper.ToLuaTable(Vector.New(v1.X * number, v1.Y * number, v1.Z * number)) end function VectorHelper.MulNumber2D(v, n) return VectorHelper.ToLuaTable(Vector2D.New(v.X * n, v.Y * n)); end ---@param v1 FVector ---@param v2 FVector ---@return FVector function VectorHelper.Sub(v1, v2) return VectorHelper.ToLuaTable(Vector.New(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z)) end ---@param v FVector|table function VectorHelper.MakeVector(v) --if type(v) == 'number' then return { X = v, Y = v, Z = v, }; end if table.isEmpty(v) then return {}; end if v.X == nil and v.Y == nil and v.Z == nil then -- 此时是 table return { X = v[1], Y = v[2], Z = v[3] }; else return VectorHelper.ToLuaTable(v); end end function VectorHelper.MakeVector1(v) return { X = v, Y = v, Z = v, } end function VectorHelper.MakeVector(v1, v2, ...) return { X = v1, Y = v2, Z = ... }; end ---@param v FVector|table|FRotator function VectorHelper.MakeRotator(v) if table.isEmpty(v) then return {}; end if v.X == nil and v.Y == nil and v.Z == nil and v.Pitch == nil and v.Roll == nil and v.Yaw == nil then -- 此时是 table return { Pitch = v[1], Roll = v[2], Yaw = v[3] }; elseif v.X ~= nil or v.Y ~= nil or v.Z ~= nil then return VectorHelper.VecToRot(v); else return { Pitch = v.Pitch, Roll = v.Roll, Yaw = v.Yaw }; end end ---@param v1 FVector ---@param v2 FVector ---@return FVector function VectorHelper.Sub2D(v1, v2) return VectorHelper.ToLuaTable(Vector2D.New(v1.X - v2.X, v1.Y - v2.Y)); end ---@param v1 FVector ---@param v2 FVector ---@return FVector function VectorHelper.Add(v1, v2) return VectorHelper.ToLuaTable(Vector.New(v1.X + v2.X, v1.Y + v2.Y, v1.Z + v2.Z)); end ---@param v FVector ---@param c number ---@return FVector function VectorHelper.AddNum(v, c) return VectorHelper.ToLuaTable(Vector.New(v.X + c, v.Y + c, v.Z + c)); end ---@param v1 FVector2D ---@param v2 FVector2D ---@return FVector2D function VectorHelper.Add2D(v1, v2) return VectorHelper.ToLuaTable(Vector2D.New(v1.X + v2.X, v1.Y + v2.Y)); end ---@param v1 FVector2D ---@param s float ---@return FVector2D function VectorHelper.Div2DScalar(v1, s) return VectorHelper.ToLuaTable(Vector2D.New(v1.X / s , v1.Y / s)); end ---@param v FVector ---@return string function VectorHelper.ToString(v) return string.format("(%.2f,%.2f,%.2f)", v.X, v.Y, v.Z); end ---@param v FVector2D ---@return string function VectorHelper.ToStringInt2D(v) if v == nil then return "[X=Nil,Y=Nil]"; end return string.format("[%d, %d]", v.X, v.Y); end ---@param v FVector ---@return string function VectorHelper.ToIntString(v) return "(" .. tostring(math.floor(v.X)) .. "," .. tostring( math.floor(v.Y)) .. "," .. tostring(math.floor(v.Z)) .. ")"; end ---@param v1 FVector ---@param v2 FVector ---@return FVector function VectorHelper.Cross(v1, v2) return Vector.New(v1.Y * v2.Z - v2.Y * v1.Z, v1.Z * v2.X - v2.Z * v1.X, v1.X * v2.Y - v2.X * v1.Y) end ---@param v1 FVector ---@param v2 FVector ---@return float function VectorHelper.GetDistance(v1, v2) if v1 == nil or v2 == nil then return 0 end if v1.X == nil or v2.X == nil then return 0 end if v1.Y == nil or v2.Y == nil then return 0 end local disZ = v1.Z - v2.Z if (v1.Z == nil and v2.Z == nil) then disZ = 0; elseif v1.Z ~= nil and v2.Z ~= nil then disZ = v1.Z - v2.Z else return 0; end return math.sqrt((v1.X - v2.X) ^ 2 + (v1.Y - v2.Y) ^ 2 + disZ ^ 2) end ---@param v1 FVector2D ---@param v2 FVector2D ---@return float function VectorHelper.GetDistance2D(v1, v2) if v1 == nil or v2 == nil then return 0 end if v1.X == nil or v2.X == nil then return 0 end if v1.Y == nil or v2.Y == nil then return 0 end return math.sqrt((v1.X - v2.X) ^ 2 + (v1.Y - v2.Y) ^ 2); end ---@param a1 AActor ---@param a2 AActor function VectorHelper.GetActorDis(a1, a2) return VectorHelper.GetDistance(a1:K2_GetActorLocation(), a2:K2_GetActorLocation()); end ---@param a1 AActor ---@param a2 AActor function VectorHelper.GetActorDis2D(a1, a2) return VectorHelper.GetDistance2D(a1:K2_GetActorLocation(), a2:K2_GetActorLocation()); end --- 归一化方法 ---@param v FVector function VectorHelper.Normalize(v) local Len = VectorHelper.Length(v) return VectorHelper.MulNumber(v, 1./VectorHelper.Length(v)); end --- 归一化方法 ---@param v FVector2D function VectorHelper.Normalize2D(v) return VectorHelper.MulNumber2D(v, 1./VectorHelper.Length2D(v)); end ---@param v FVector ---@return FVector function VectorHelper.LengthSquared(v) return v.X ^ 2 + v.Y ^ 2 + v.Z ^ 2; end ---@param v FVector2D ---@return float function VectorHelper.LengthSquared2D(v) return v.X ^ 2 + v.Y ^ 2; end ---@param v FVector ---@return FVector function VectorHelper.Length(v) return math.sqrt(VectorHelper.LengthSquared(v)); end ---@param v FVector2D ---@return FVector function VectorHelper.Length2D(v) return math.sqrt(VectorHelper.LengthSquared2D(v)); end ---@param v FVector ---@return FVector function VectorHelper.ToLuaTable(v) return { X = v.X, Y = v.Y, Z = v.Z }; end ---@param v FVector2D ---@return FVector function VectorHelper.ToLuaTable2D(v) return { X = v.X, Y = v.Y, }; end ---@param v FRotator ---@return FRotator function VectorHelper.RotToLuaTable(v) return { Roll=v.Roll, Pitch=v.Pitch, Yaw=v.Yaw }; end ---@param v FVector ---@return FRotator function VectorHelper.VecToRot(v) return { Roll = v.X, Pitch = v.Y, Yaw = v.Z }; end ---@param v FRotator ---@param v1 FRotator function VectorHelper.RotAdd(v, v1) return { Roll = v.Roll + v1.Roll, Pitch = v.Pitch + v1.Pitch, Yaw = v.Yaw + v1.Yaw, }; end ---@param v FRotator ---@return string function VectorHelper.RotToString(v) return string.format("Roll=%.2f, Pitch=%.2f, Yaw=%.2f", v.Roll, v.Pitch, v.Yaw); end ---@param v1 FVector ---@param v2 FVector ---@return FVector function VectorHelper.GetMiddlePoint(v1, v2) return {X = (v1.X + v2.X) / 2, Y = (v1.Y + v2.Y) / 2,Z = (v1.Z + v2.Z) / 2}; end ---@param v1 FVector ---@param v2 FVector ---@return boolean function VectorHelper.Equal(v1, v2) return (v1.X == v2.X and v1.Y == v2.Y and v1.Z == v2.Z); end ---@param v table function VectorHelper.Copy(v) if v == nil then return nil; end return { X = v.X, Y = v.Y, Z = v.Z, Roll = v.Roll, Yaw = v.Raw, Pitch = v.Pitch }; end --- 计算两点之间连线与Y轴的夹角 ---@param PosA FVector ---@param PosB FVector ---@return float function VectorHelper.GetAngleByPos(PosA,PosB) local P = { X = PosB.X - PosA.X, X = PosB.X - PosA.X, }; local Dis = VectorHelper.GetDistance2D(PosA, PosB); local FAngle = math.acos (P.Y/ Dis); if( P.X < 0) then FAngle = 2 * math.pi - FAngle; end local Angle = FAngle * 180 / math.pi; Angle = Angle > 0 and (90 - Angle) or (90 + math.abs(Angle)); return Angle; end ---@return FRotator function VectorHelper.RotZero() return { Roll = 0, Pitch = 0, Yaw = 0, }; end ---@return FVector function VectorHelper.VectorZero() return VectorHelper.MakeVector1(0) end ---@return FVector function VectorHelper.ScaleOne() return VectorHelper.MakeVector1(1); end ---@param InActor AActor ---@return FVector function VectorHelper.GetActorLocation(InActor) local Loc = InActor:K2_GetActorLocation(); return VectorHelper.ToLuaTable(Loc); end ---@param InActor AActor ---@return FRotator function VectorHelper.GetActorRotation(InActor) local Rot = InActor:K2_GetActorRotation(); return VectorHelper.RotToLuaTable(Rot); end function VectorHelper.ArrToColor(v) if v[4] == nil then return { R = v[1], G = v[2], B = v[3], A = 1 }; else return { R = v[1], G = v[2], B = v[3], A = v[4] }; end end function VectorHelper:VecToColor(v) return { R = v.X, G = v.Y, B = v.Z, A = 1 }; end return VectorHelper;