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Added severial examples. Corrected towards the correct return type and add utilities to prevent working with pointers

This commit is contained in:
Meatcorps 2026-05-21 06:08:27 +02:00
commit 6c94ffb0cc
21 changed files with 1252 additions and 205 deletions

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@ -19,6 +19,14 @@ public unsafe struct BoneInfo
/// Bone parent
/// </summary>
public int Parent;
public string NameToString()
{
fixed (sbyte* name = Name)
{
return Utf8StringUtils.GetUTF8String(name);
}
}
}
/// <summary>
@ -41,6 +49,16 @@ public unsafe struct ModelSkeleton
/// Bones base transformation (Transform[])
/// </summary>
public Transform* ModelAnimPose;
public Span<Transform> ModelAnimPoseAsSpan()
{
return new Span<Transform>(ModelAnimPose, BoneCount);
}
public Span<BoneInfo> BonesAsSpan()
{
return new Span<BoneInfo>(Bones, BoneCount);
}
}
// Note:
@ -84,29 +102,52 @@ public unsafe struct Model
public int* MeshMaterial;
/// <summary>
/// Number of bones
/// Skeleton for animation
/// </summary>
public int BoneCount;
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;
public Span<Matrix4x4> BoneMatricesAsSpan()
{
return new Span<Matrix4x4>(BoneMatrices, Skeleton.BoneCount);
}
public Span<Transform> CurrentPoseAsSpan()
{
return new Span<Transform>(CurrentPose, Skeleton.BoneCount);
}
public Span<int> MeshMaterialAsSpan()
{
return new Span<int>(MeshMaterial, MeshCount);
}
public Span<Mesh> MeshesAsSpan()
{
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>
@ -115,61 +156,23 @@ public unsafe struct ModelAnimation
/// <summary>
/// Number of animation 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 **)
/// </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> KeyFramePosesAsSpan()
{
readonly Transform** _framePoses;
return new Span<Transform>(KeyframePoses, KeyFrameCount);
}
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)
public string NameToString()
{
fixed (sbyte* name = Name)
{
this._framePoses = framePoses;
this._frameCount = frameCount;
this._boneCount = boneCount;
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;
}
}