move imgui property code and Pysics Actor code to a single file

This commit is contained in:
2026-01-10 14:48:17 +08:00
parent 9e1474e643
commit f857d8e791
16 changed files with 442 additions and 210 deletions

View File

@ -7,4 +7,14 @@
<Nullable>enable</Nullable>
</PropertyGroup>
<ItemGroup>
<Content Include="bin\Debug\net9.0\Prism-ScriptCore.deps.json" />
<Content Include="bin\Debug\net9.0\Prism-ScriptCore.dll" />
<Content Include="bin\Debug\net9.0\Prism-ScriptCore.pdb" />
<Content Include="bin\Release\net9.0\Prism-ScriptCore.deps.json" />
<Content Include="bin\Release\net9.0\Prism-ScriptCore.dll" />
<Content Include="bin\Release\net9.0\Prism-ScriptCore.pdb" />
<Content Include="Prism-ScriptCore.sln" />
</ItemGroup>
</Project>

View File

@ -1,5 +1,8 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 18
VisualStudioVersion = 18.1.11312.151 d18.0
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Prism-ScriptCore", "Prism-ScriptCore.csproj", "{B94EF710-0487-4388-97E3-B650761A849C}"
EndProject
Global
@ -13,4 +16,10 @@ Global
{B94EF710-0487-4388-97E3-B650761A849C}.Release|Any CPU.ActiveCfg = Release|Any CPU
{B94EF710-0487-4388-97E3-B650761A849C}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {BA69725C-3CFE-4882-9EDF-2A8E92423E8F}
EndGlobalSection
EndGlobal

View File

@ -29,6 +29,29 @@ namespace Prism
Y = Mathf.Clamp(Y, min.Y, max.Y);
}
public float LengthSquared()
{
return X * X + Y * Y;
}
public float Length()
{
return (float)Math.Sqrt(X * X + Y * Y);
}
public Vec2 Normalized()
{
float length = Length();
return new Vec2(X / length, Y / length);
}
public void Normalize()
{
float length = Length();
X = X / length;
Y = Y / length;
}
public static Vec2 operator -(Vec2 l, Vec2 r)
{
return new Vec2(l.X - r.X, l.Y - r.Y);

View File

@ -60,6 +60,11 @@ namespace Prism
Z = Mathf.Clamp(Z, min.Z, max.Z);
}
public float LengthSquared()
{
return X * X + Y * Y + Z * Z;
}
public float Length()
{
return (float)Math.Sqrt(X * X + Y * Y + Z * Z);