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https://github.com/raylib-cs/raylib-cs
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Add .editorconfig and apply formatting
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@ -2,144 +2,143 @@ using System;
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using System.Numerics;
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using System.Runtime.InteropServices;
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namespace Raylib_cs
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namespace Raylib_cs;
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/// <summary>
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/// Bone information
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public unsafe partial struct BoneInfo
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{
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/// <summary>
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/// Bone information
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/// Bone name (char[32])
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public unsafe partial struct BoneInfo
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{
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/// <summary>
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/// Bone name (char[32])
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/// </summary>
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public fixed sbyte Name[32];
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/// <summary>
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/// Bone parent
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/// </summary>
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public int Parent;
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}
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public fixed sbyte Name[32];
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/// <summary>
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/// Model type
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/// Bone parent
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public unsafe partial struct Model
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{
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/// <summary>
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/// Local transform matrix
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/// </summary>
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public Matrix4x4 Transform;
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public int Parent;
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}
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/// <summary>
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/// Number of meshes
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/// </summary>
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public int MeshCount;
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/// <summary>
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/// Number of materials
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/// </summary>
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public int MaterialCount;
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/// <summary>
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/// Meshes array (Mesh *)
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/// </summary>
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public Mesh* Meshes;
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/// <summary>
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/// Materials array (Material *)
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/// </summary>
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public Material* Materials;
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/// <summary>
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/// Mesh material number (int *)
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/// </summary>
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public int* MeshMaterial;
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/// <summary>
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/// Number of bones
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/// </summary>
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public int BoneCount;
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//TODO: Span
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/// <summary>
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/// Bones information (skeleton, BoneInfo *)
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/// </summary>
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public BoneInfo* Bones;
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//TODO: Span
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/// <summary>
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/// Bones base transformation (pose, Transform *)
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/// </summary>
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public Transform* BindPose;
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}
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/// <summary>
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/// Model type
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public unsafe partial struct Model
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{
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/// <summary>
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/// Local transform matrix
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/// </summary>
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public Matrix4x4 Transform;
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/// <summary>
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/// Model animation
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/// Number of meshes
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public readonly unsafe partial struct ModelAnimation
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public int MeshCount;
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/// <summary>
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/// Number of materials
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/// </summary>
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public int MaterialCount;
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/// <summary>
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/// Meshes array (Mesh *)
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/// </summary>
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public Mesh* Meshes;
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/// <summary>
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/// Materials array (Material *)
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/// </summary>
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public Material* Materials;
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/// <summary>
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/// Mesh material number (int *)
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/// </summary>
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public int* MeshMaterial;
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/// <summary>
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/// Number of bones
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/// </summary>
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public int BoneCount;
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//TODO: Span
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/// <summary>
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/// Bones information (skeleton, BoneInfo *)
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/// </summary>
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public BoneInfo* Bones;
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//TODO: Span
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/// <summary>
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/// Bones base transformation (pose, Transform *)
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/// </summary>
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public Transform* BindPose;
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}
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/// <summary>
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/// Model animation
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public readonly unsafe partial struct ModelAnimation
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{
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/// <summary>
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/// Number of bones
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/// </summary>
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public readonly int BoneCount;
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/// <summary>
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/// Number of animation frames
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/// </summary>
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public readonly int FrameCount;
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/// <summary>
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/// Bones information (skeleton, BoneInfo *)
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/// </summary>
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public readonly BoneInfo* Bones;
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/// <inheritdoc cref="Bones"/>
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public ReadOnlySpan<BoneInfo> BoneInfo => new(Bones, BoneCount);
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/// <summary>
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/// Poses array by frame (Transform **)
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/// </summary>
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public readonly Transform** FramePoses;
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/// <inheritdoc cref="FramePoses"/>
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public FramePosesCollection FramePosesColl => new(FramePoses, FrameCount, BoneCount);
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public struct FramePosesCollection
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{
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/// <summary>
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/// Number of bones
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/// </summary>
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public readonly int BoneCount;
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readonly Transform** _framePoses;
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/// <summary>
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/// Number of animation frames
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/// </summary>
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public readonly int FrameCount;
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readonly int _frameCount;
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/// <summary>
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/// Bones information (skeleton, BoneInfo *)
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/// </summary>
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public readonly BoneInfo* Bones;
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readonly int _boneCount;
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/// <inheritdoc cref="Bones"/>
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public ReadOnlySpan<BoneInfo> BoneInfo => new(Bones, BoneCount);
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public FramePoses this[int index] => new(_framePoses[index], _boneCount);
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/// <summary>
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/// Poses array by frame (Transform **)
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/// </summary>
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public readonly Transform** FramePoses;
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public Transform this[int index1, int index2] => new FramePoses(_framePoses[index1], _boneCount)[index2];
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/// <inheritdoc cref="FramePoses"/>
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public FramePosesCollection FramePosesColl => new(FramePoses, FrameCount, BoneCount);
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public struct FramePosesCollection
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internal FramePosesCollection(Transform** framePoses, int frameCount, int boneCount)
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{
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readonly Transform** _framePoses;
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readonly int _frameCount;
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readonly int _boneCount;
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public FramePoses this[int index] => new(_framePoses[index], _boneCount);
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public Transform this[int index1, int index2] => new FramePoses(_framePoses[index1], _boneCount)[index2];
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internal FramePosesCollection(Transform** framePoses, int frameCount, int boneCount)
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{
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this._framePoses = framePoses;
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this._frameCount = frameCount;
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this._boneCount = boneCount;
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}
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}
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}
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public unsafe struct FramePoses
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{
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readonly Transform* _poses;
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readonly int _count;
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public ref Transform this[int index] => ref _poses[index];
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internal FramePoses(Transform* poses, int count)
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{
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this._poses = poses;
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this._count = count;
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this._framePoses = framePoses;
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this._frameCount = frameCount;
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this._boneCount = boneCount;
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}
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}
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}
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public unsafe struct FramePoses
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{
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readonly Transform* _poses;
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readonly int _count;
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public ref Transform this[int index] => ref _poses[index];
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internal FramePoses(Transform* poses, int count)
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{
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this._poses = poses;
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this._count = count;
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}
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}
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