Watch
2
0
Fork
You've already forked raylib-cs
0

created MeshExtensions

This commit is contained in:
Nickolas McDonald 2023-09-08 21:50:46 -04:00
commit 88ea2f1f08
3 changed files with 118 additions and 13 deletions

View file

@ -9,6 +9,15 @@ namespace Raylib_cs;
[StructLayout(LayoutKind.Sequential)]
public unsafe partial struct Mesh
{
/// <summary>
/// Creates a mesh ready for default vertex data allocation
/// </summary>
public Mesh(int vertexCount, int triangleCount)
{
VertexCount = vertexCount;
TriangleCount = triangleCount;
}
/// <summary>
/// Number of vertices stored in arrays
/// </summary>
@ -24,37 +33,37 @@ public unsafe partial struct Mesh
/// <summary>
/// Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
/// </summary>
public float* Vertices;
public float* Vertices = default;
/// <summary>
/// Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
/// </summary>
public float* TexCoords;
public float* TexCoords = default;
/// <summary>
/// Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
/// </summary>
public float* TexCoords2;
public float* TexCoords2 = default;
/// <summary>
/// Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
/// </summary>
public float* Normals;
public float* Normals = default;
/// <summary>
/// Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
/// </summary>
public float* Tangents;
public float* Tangents = default;
/// <summary>
/// Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
/// </summary>
public byte* Colors;
public byte* Colors = default;
/// <summary>
/// Vertex indices (in case vertex data comes indexed)
/// </summary>
public ushort* Indices;
public ushort* Indices = default;
#endregion
@ -63,22 +72,22 @@ public unsafe partial struct Mesh
/// <summary>
/// Animated vertex positions (after bones transformations)
/// </summary>
public float* AnimVertices;
public float* AnimVertices = default;
/// <summary>
/// Animated normals (after bones transformations)
/// </summary>
public float* AnimNormals;
public float* AnimNormals = default;
/// <summary>
/// Vertex bone ids, up to 4 bones influence by vertex (skinning)
/// </summary>
public byte* BoneIds;
public byte* BoneIds = default;
/// <summary>
/// Vertex bone weight, up to 4 bones influence by vertex (skinning)
/// </summary>
public float* BoneWeights;
public float* BoneWeights = default;
#endregion
@ -87,12 +96,12 @@ public unsafe partial struct Mesh
/// <summary>
/// OpenGL Vertex Array Object id
/// </summary>
public uint VaoId;
public uint VaoId = default;
/// <summary>
/// OpenGL Vertex Buffer Objects id (default vertex data, uint[])
/// </summary>
public uint* VboId;
public uint* VboId = default;
#endregion
}

View file

@ -0,0 +1,90 @@
using System;
namespace Raylib_cs;
internal static unsafe class MeshExtensions
{
/// <summary>Allocate mesh vertices</summary>
public static void AllocVertices(ref this Mesh mesh)
{
mesh.Vertices = Raylib.New<float>(3 * mesh.VertexCount);
}
/// <summary>Allocate mesh texcoords</summary>
public static void AllocTexcoords(ref this Mesh mesh)
{
mesh.TexCoords = Raylib.New<float>(2 * mesh.VertexCount);
}
/// <summary>Allocate mesh texcoords2</summary>
public static void AllocTexcoords2(ref this Mesh mesh)
{
mesh.TexCoords2 = Raylib.New<float>(2 * mesh.VertexCount);
}
/// <summary>Allocate mesh normals</summary>
public static void AllocNormals(ref this Mesh mesh)
{
mesh.Normals = Raylib.New<float>(3 * mesh.VertexCount);
}
/// <summary>Allocate mesh tangents</summary>
public static void AllocTangents(ref this Mesh mesh)
{
mesh.Tangents = Raylib.New<float>(4 * mesh.VertexCount);
}
/// <summary>Allocate mesh colors</summary>
public static void AllocColors(ref this Mesh mesh)
{
mesh.Colors = Raylib.New<byte>(4 * mesh.VertexCount);
}
/// <summary>Allocate mesh indices</summary>
public static void AllocIndices(ref this Mesh mesh)
{
mesh.Indices = Raylib.New<ushort>(3 * mesh.TriangleCount);
}
/// <summary>Access mesh vertices</summary>
public static Span<T> VerticesAs<T>(this Mesh mesh) where T : unmanaged
{
return new(mesh.Vertices, 3 * mesh.VertexCount * sizeof(float) / sizeof(T));
}
/// <summary>Access mesh texcoords</summary>
public static Span<T> TexcoordsAs<T>(this Mesh mesh) where T : unmanaged
{
return new(mesh.TexCoords, 2 * mesh.VertexCount * sizeof(float) / sizeof(T));
}
/// <summary>Access mesh texcoords2</summary>
public static Span<T> Texcoords2As<T>(this Mesh mesh) where T : unmanaged
{
return new(mesh.TexCoords2, 2 * mesh.VertexCount * sizeof(float) / sizeof(T));
}
/// <summary>Access mesh normals</summary>
public static Span<T> NormalsAs<T>(this Mesh mesh) where T : unmanaged
{
return new(mesh.Normals, 3 * mesh.VertexCount * sizeof(float) / sizeof(T));
}
/// <summary>Access mesh tangents</summary>
public static Span<T> TangentsAs<T>(this Mesh mesh) where T : unmanaged
{
return new(mesh.Tangents, 4 * mesh.VertexCount * sizeof(float) / sizeof(T));
}
/// <summary>Access mesh colors</summary>
public static Span<T> ColorsAs<T>(this Mesh mesh) where T : unmanaged
{
return new(mesh.Colors, 4 * mesh.VertexCount * sizeof(byte) / sizeof(T));
}
/// <summary>Access mesh indices</summary>
public static Span<T> IndicesAs<T>(this Mesh mesh) where T : unmanaged
{
return new(mesh.Indices, 3 * mesh.TriangleCount * sizeof(ushort) / sizeof(T));
}
}

View file

@ -222,6 +222,12 @@ public static unsafe partial class Raylib
}
}
/// <summary>C++ style memory allocator</summary>
public static T* New<T>(int count) where T : unmanaged
{
return (T*)MemAlloc(count * sizeof(T));
}
/// <summary>Load file data as byte array (read)</summary>
public static byte* LoadFileData(string fileName, ref uint bytesRead)
{