Upgrade Raylib to 6.0 (#337)
* Updated target to Raylib 6 + synced invoke called with the changes in C. [WARNING: Breaking changes!] * Added severial examples. Corrected towards the correct return type and add utilities to prevent working with pointers * Additional resources from the Raylib repo. * Fixed additional pinvokes to match with the new raylib bindings. [Warning breaking changes!] * Fixing the QOL utils * Fixing the Mesh struct * Applying changes after review. Merged resources.LICENSE + raylib-cs.Native.csproj only targets dotnet8 * Updated README to reflect .NET 10 and Raylib 6 compatibility changes. * Updated shader colors, adjusted car model scale, disabled HDR in SkyboxDemo, and fixed camera mode assignment. Removed unused `Capacity` field in FilePathList struct. * Improved XML comments for consistency, fixed spacing and formatting across examples, added new resources to `resources.LICENSE`. * Updated XML comment for `GetDirectoryFileCountEx` to clarify behavior and filtering options. * Updated and clarified XML comments for methods and parameters, improved naming consistency, and refined shader-related functions. Renamed enums in `Shader.cs` for so it is inline with the upstream. * Improved XML comments for clarity and consistency in `Model.cs` and `Mesh.cs`, updated method and variable names for better readability, and adjusted logic in span creation methods. * Corrected XML comment capitalization in `Model.cs`. --------- Co-authored-by: Meatcorps <info@meatcorps.nl>
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Examples/Models/LoadingGltf.cs
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Examples/Models/LoadingGltf.cs
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/*******************************************************************************************
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*
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* raylib [models] example - loading gltf
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*
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* Example complexity rating: [★☆☆☆] 1/4
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*
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* LIMITATIONS:
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* - Only supports 1 armature per file, and skips loading it if there are multiple armatures
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* - Only supports linear interpolation (default method in Blender when checked
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* "Always Sample Animations" when exporting a GLTF file)
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* - Only supports translation/rotation/scale animation channel.path,
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* weights not considered (i.e. morph targets)
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*
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* Example originally created with raylib 3.7, last time updated with raylib 4.2
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2020-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Models;
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public class LoadingGltf
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{
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - loading gltf");
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// Define the camera to look into our 3d world
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Camera3D camera = new();
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camera.Position = new Vector3(6.0f, 6.0f, 6.0f);
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camera.Target = new Vector3(0.0f, 2.0f, 0.0f);
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
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camera.FovY = 45.0f;
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camera.Projection = CameraProjection.Perspective;
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Model model = LoadModel("resources/models/gltf/robot.glb");
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Vector3 position = new(0.0f, 0.0f, 0.0f);
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// Load animation data
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var anims = LoadModelAnimations("resources/models/gltf/robot.glb");
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// Animation playing variables
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int animIndex = 0;
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float animCurrentFrame = 0.0f;
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose())
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.Orbital);
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if (IsKeyPressed(KeyboardKey.Right))
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{
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animIndex = (animIndex + 1) % anims.Length;
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}
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else if (IsKeyPressed(KeyboardKey.Left))
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{
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animIndex = (animIndex + anims.Length - 1) % anims.Length;
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}
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// Update model animation
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animCurrentFrame = (animCurrentFrame + 1) % anims[animIndex].KeyFrameCount;
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UpdateModelAnimation(model, anims[animIndex], (float)animCurrentFrame);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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BeginMode3D(camera);
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DrawModel(
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model,
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position,
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1f,
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Color.White
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);
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DrawGrid(10, 1.0f);
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EndMode3D();
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DrawText($"Current animation: {anims[animIndex].NameToString()}", 10, 40, 20, Color.Maroon);
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DrawText("Use the LEFT/RIGHT keys to switch animation", 10, 10, 20, Color.Gray);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadModelAnimations(anims);
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UnloadModel(model);
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CloseWindow();
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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