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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>
This commit is contained in:
Dennis Steffen 2026-05-24 08:21:12 +02:00 committed by GitHub
commit 21d83c60a9
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GPG key ID: B5690EEEBB952194
189 changed files with 43644 additions and 380 deletions

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@ -19,8 +19,65 @@ public unsafe struct BoneInfo
/// Bone parent
/// </summary>
public int Parent;
/// <summary>
/// Bone name as string
/// </summary>
public string NameToString()
{
fixed (sbyte* name = Name)
{
return Utf8StringUtils.GetUTF8String(name);
}
}
}
/// <summary>
/// Skeleton, animation bones hierarchy
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public unsafe struct ModelSkeleton
{
/// <summary>
/// Number of bones
/// </summary>
public int BoneCount;
/// <summary>
/// Bones information (skeleton)
/// </summary>
public BoneInfo* Bones;
/// <summary>
/// Bones base transformation (Transform[])
/// </summary>
public Transform* BindPose;
public Span<Transform> BindPoseAsSpan()
{
if (BindPose == null || BoneCount <= 0)
{
return Span<Transform>.Empty;
}
return new Span<Transform>(BindPose, BoneCount);
}
public Span<BoneInfo> BonesAsSpan()
{
if (Bones == null || BoneCount <= 0)
{
return Span<BoneInfo>.Empty;
}
return new Span<BoneInfo>(Bones, BoneCount);
}
}
// Note:
// Anim pose, an array of Transform[]
// typedef Transform *ModelAnimPose; It's just a pointer array.
/// <summary>
/// Model type
/// </summary>
@ -58,92 +115,128 @@ public unsafe struct Model
public int* MeshMaterial;
/// <summary>
/// Number of bones
/// Skeleton for animation
/// </summary>
public int BoneCount;
public ModelSkeleton Skeleton;
//TODO: Span
/// <summary>
/// Bones information (skeleton, BoneInfo *)
/// Current animation pose (Transform[])
/// </summary>
public BoneInfo* Bones;
public Transform* CurrentPose;
//TODO: Span
/// <summary>
/// Bones base transformation (pose, Transform *)
/// Bones animated transformation matrices
/// </summary>
public Transform* BindPose;
public Matrix4x4* BoneMatrices;
/// <summary>
/// Bones animated transformation matrices as span. Based on Skeleton.BoneCount length
/// </summary>
public Span<Matrix4x4> BoneMatricesAsSpan()
{
if (BoneMatrices == null || Skeleton.BoneCount <= 0)
{
return Span<Matrix4x4>.Empty;
}
return new Span<Matrix4x4>(BoneMatrices, Skeleton.BoneCount);
}
/// <summary>
/// Current animation pose as span. Based on Skeleton.BoneCount length
/// </summary>
public Span<Transform> CurrentPoseAsSpan()
{
if (CurrentPose == null || Skeleton.BoneCount <= 0)
{
return Span<Transform>.Empty;
}
return new Span<Transform>(CurrentPose, Skeleton.BoneCount);
}
/// <summary>
/// Mesh material number as span. Based on MaterialCount length
/// </summary>
public Span<int> MeshMaterialAsSpan()
{
if (MeshMaterial == null || MaterialCount <= 0)
{
return Span<int>.Empty;
}
return new Span<int>(MeshMaterial, MaterialCount);
}
/// <summary>
/// Meshes as span. Based on MeshCount length
/// </summary>
public Span<Mesh> MeshesAsSpan()
{
if (Meshes == null || MeshCount <= 0)
{
return Span<Mesh>.Empty;
}
return new Span<Mesh>(Meshes, MeshCount);
}
}
/// <summary>
/// Model animation
/// ModelAnimation, contains a full animation sequence
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public unsafe struct ModelAnimation
{
/// <summary>
/// Animation name (char[32])
/// </summary>
public fixed sbyte Name[32];
/// <summary>
/// Number of bones
/// </summary>
public readonly int BoneCount;
/// <summary>
/// Number of animation frames
/// Number of animation key frames
/// </summary>
public readonly int FrameCount;
public readonly int KeyFrameCount;
/// <summary>
/// Bones information (skeleton, BoneInfo *)
/// Animation sequence keyframe poses [keyframe][pose]
/// </summary>
public readonly BoneInfo* Bones;
public Transform** KeyframePoses;
/// <inheritdoc cref="Bones"/>
public readonly ReadOnlySpan<BoneInfo> BoneInfo => new ReadOnlySpan<BoneInfo>(Bones, BoneCount);
/// <summary>
/// Poses array by frame (Transform **)
/// Animation sequence keyframe poses as span. Based on KeyFrameCount length
/// </summary>
public readonly Transform** FramePoses;
/// <summary>
/// Animation name (char[32])
/// </summary>
public fixed sbyte Name[32];
/// <inheritdoc cref="FramePoses"/>
public readonly FramePosesCollection FramePosesColl => new FramePosesCollection(FramePoses, FrameCount, BoneCount);
public readonly struct FramePosesCollection
public Span<Transform> GetKeyFramePoseAsSpan(int frame)
{
readonly Transform** _framePoses;
readonly int _frameCount;
readonly int _boneCount;
public readonly FramePoses this[int index] => new FramePoses(_framePoses[index], _boneCount);
public readonly Transform this[int index1, int index2] => new FramePoses(_framePoses[index1], _boneCount)[index2];
internal FramePosesCollection(Transform** framePoses, int frameCount, int boneCount)
if (KeyframePoses == null || frame < 0 || frame >= KeyFrameCount)
{
this._framePoses = framePoses;
this._frameCount = frameCount;
this._boneCount = boneCount;
return Span<Transform>.Empty;
}
var pose = KeyframePoses[frame];
if (pose == null || BoneCount <= 0)
{
return Span<Transform>.Empty;
}
return new Span<Transform>(KeyframePoses[frame], KeyFrameCount);
}
/// <summary>
/// Animation name as string
/// </summary>
public string NameToString()
{
fixed (sbyte* name = Name)
{
return Utf8StringUtils.GetUTF8String(name);
}
}
}
public readonly unsafe struct FramePoses
{
readonly Transform* _poses;
readonly int _count;
public readonly ref Transform this[int index] => ref _poses[index];
internal FramePoses(Transform* poses, int count)
{
this._poses = poses;
this._count = count;
}
}