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mirror of https://github.com/raylib-cs/raylib-cs synced 2025-09-09 03:01:41 -04:00

Implement safe ModelAnimation

This commit is contained in:
2021-12-05 21:12:01 +11:00
parent 5a198187ec
commit 43bf3d04de
2 changed files with 39 additions and 12 deletions

View File

@@ -6,6 +6,7 @@ using System.Security;
using System.Text;
using System.Text.Unicode;
using System.Xml;
using Microsoft.Toolkit.HighPerformance;
namespace Raylib_cs
{
@@ -2001,7 +2002,25 @@ namespace Raylib_cs
/// <summary>Load model animations from file</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern ModelAnimation* LoadModelAnimations(string fileName, ref int animsCount);
public static extern ModelAnimation* LoadModelAnimations(byte* fileName, int* animsCount);
public static ReadOnlySpan<ModelAnimation> LoadModelAnimations(Utf8String fileName, ref int animsCount)
{
fixed (byte* p1 = fileName)
{
fixed (int* p2 = &animsCount)
{
var model = LoadModelAnimations(p1, p2);
if ((IntPtr)model == IntPtr.Zero)
{
throw new ApplicationException("Failed to load animation");
}
return new ReadOnlySpan<ModelAnimation>(model, animsCount);
}
}
}
/// <summary>Update model animation pose</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]

View File

@@ -1,6 +1,8 @@
using System;
using System.Collections.Generic;
using System.Numerics;
using System.Runtime.InteropServices;
using Microsoft.Toolkit.HighPerformance;
namespace Raylib_cs
{
@@ -45,17 +47,17 @@ namespace Raylib_cs
/// <summary>
/// Meshes array (Mesh *)
/// </summary>
public Mesh *meshes;
public Mesh* meshes;
/// <summary>
/// Materials array (Material *)
/// </summary>
public Material *materials;
public Material* materials;
/// <summary>
/// Mesh material number (int *)
/// </summary>
public int *meshMaterial;
public int* meshMaterial;
/// <summary>
/// Number of bones
@@ -65,38 +67,44 @@ namespace Raylib_cs
/// <summary>
/// Bones information (skeleton, BoneInfo *)
/// </summary>
public BoneInfo *bones;
public BoneInfo* bones;
/// <summary>
/// Bones base transformation (pose, Transform *)
/// </summary>
public Transform *bindPose;
public Transform* bindPose;
}
/// <summary>
/// Model animation
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public unsafe struct ModelAnimation
public readonly unsafe struct ModelAnimation
{
/// <summary>
/// Number of bones
/// </summary>
public int boneCount;
public readonly int boneCount;
/// <summary>
/// Number of animation frames
/// </summary>
public int frameCount;
public readonly int frameCount;
/// <summary>
/// Bones information (skeleton, BoneInfo *)
/// </summary>
public BoneInfo *bones;
public readonly BoneInfo* bones;
/// <inheritdoc cref="bones"/>
public ReadOnlySpan<BoneInfo> BoneInfo => new(bones, boneCount);
/// <summary>
/// Poses array by frame (Transform **)
/// </summary>
public Transform *framePoses;
public readonly Transform** framePoses;
/// <inheritdoc cref="framePoses"/>
public ReadOnlySpan2D<Transform> FramePoses => new(framePoses, frameCount,boneCount,sizeof(Transform));
}
}