2
0
mirror of https://github.com/raylib-cs/raylib-cs synced 2025-06-30 19:03:42 -04:00

Review and cleanup

- General cleanup.
- Fixed missing functions from raymath.
- Nuget info part of project file.
This commit is contained in:
2018-10-20 13:16:58 +01:00
parent a9da337c0e
commit fc0527a2ef
17 changed files with 276 additions and 341 deletions

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@ -3,10 +3,25 @@
<PropertyGroup>
<TargetFramework>netstandard2.0</TargetFramework>
<RootNamespace>Bindings</RootNamespace>
<GeneratePackageOnBuild>true</GeneratePackageOnBuild>
<Description>Testing C# bindings for raylib, a simple and easy-to-use library to learn videogames programming.</Description>
<PackageLicenseUrl>https://github.com/ChrisDill/Raylib-cs/blob/master/LICENSE</PackageLicenseUrl>
<PackageIconUrl>https://github.com/ChrisDill/Raylib-cs/blob/master/Logo/raylib-cs.ico</PackageIconUrl>
<Copyright>Copyright 2018</Copyright>
<PackageProjectUrl>https://github.com/ChrisDill/Raylib-cs</PackageProjectUrl>
<PackageReleaseNotes>Made for raylib 2.0</PackageReleaseNotes>
<PackageTags>raylib csharp binding opengl gamedev</PackageTags>
<RepositoryUrl>https://github.com/ChrisDill/Raylib-cs</RepositoryUrl>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<OutputPath>bin\Debug</OutputPath>
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="System.Memory" Version="4.5.1" />
</ItemGroup>
</Project>

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@ -4,7 +4,6 @@
* Original - https://github.com/raysan5/raylib/blob/master/src/raylib.h
*
**********************************************************************************************/
using System;
using System.Runtime.InteropServices;
@ -431,9 +430,6 @@ namespace Raylib
public Texture2D depth;
}
// RenderTexture type, same as RenderTexture2D
// typedef RenderTexture2D RenderTexture;
// Font character info
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi)]
public struct CharInfo
@ -512,6 +508,7 @@ namespace Raylib
public int vertexCount;
public int triangleCount;
public Span<float> Vertices => new Span<float>(vertices.ToPointer(), vertexCount * 3);
public IntPtr vertices;
public IntPtr texcoords;
public IntPtr texcoords2;
@ -553,9 +550,9 @@ namespace Raylib
public Color color;
public float value;
}
public unsafe struct _MaterialMap_e_FixedBuffer
{
public MaterialMap maps0;
public MaterialMap maps1;
public MaterialMap maps2;
@ -578,17 +575,13 @@ namespace Raylib
}
}
}
// Material type (generic)
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi)]
public struct Material
{
public Shader shader;
public _MaterialMap_e_FixedBuffer maps;
public IntPtr param;
}

View File

@ -24,7 +24,12 @@ namespace Raylib
this.y = y;
}
// extensions
public Vector2(float value)
{
this.x = value;
this.y = value;
}
public override bool Equals(object obj)
{
return (obj is Vector2) && Equals((Vector2)obj);
@ -39,36 +44,25 @@ namespace Raylib
{
return "Vector2(" + x + " " + y + ")";
}
public static bool operator ==(Vector2 v1, Vector2 v2)
public static Vector2 Zero
{
return (v1.x == v2.x && v1.y == v2.y);
get { return Raylib.Vector2Zero(); }
}
public static bool operator !=(Vector2 v1, Vector2 v2)
public static Vector2 One
{
return !(v1 == v2);
get { return Raylib.Vector2One(); }
}
public static bool operator >(Vector2 v1, Vector2 v2)
public static Vector2 UnitX
{
return v1.x > v2.x && v1.y > v2.y;
get { return new Vector2(1, 0); }
}
public static bool operator <(Vector2 v1, Vector2 v2)
public static Vector2 UnitY
{
return v1.x < v2.x && v1.y < v2.y;
}
// utility for c functions Vector2Zero() -> Vector2.Zero() etc
public static Vector2 Zero()
{
return Raylib.Vector2Zero();
}
public static Vector2 One()
{
return Raylib.Vector2One();
get { return new Vector2(0, 1); }
}
public static float Length(Vector2 v)
@ -91,12 +85,12 @@ namespace Raylib
return Raylib.Vector2Angle(v1, v2);
}
public static Vector2 Scale(Vector2 v, float scale)
public static Vector2 Scale(Vector2 v, float scale)
{
return Raylib.Vector2Scale(v, scale);
}
public static Vector2 Negate(Vector2 v)
public static Vector2 Negate(Vector2 v)
{
return Raylib.Vector2Negate(v);
}
@ -105,30 +99,70 @@ namespace Raylib
{
return Raylib.Vector2Divide(v, div);
}
public static Vector2 Normalize(Vector2 v)
{
{
return Raylib.Vector2Normalize(v);
}
// operators
[DllImport(Raylib.nativeLibName, EntryPoint = "Vector2Add")]
public static extern Vector2 operator +(Vector2 v1, Vector2 v3);
#region Public Static Operators
[DllImport(Raylib.nativeLibName, EntryPoint = "Vector2Subtract")]
public static extern Vector2 operator -(Vector2 v1, Vector2 v3);
public static bool operator ==(Vector2 v1, Vector2 v2)
{
return (v1.x == v2.x && v1.y == v2.y);
}
[DllImport(Raylib.nativeLibName, EntryPoint = "Vector2MultiplyV")]
public static extern Vector2 operator *(Vector2 v1, Vector2 v3);
public static bool operator !=(Vector2 v1, Vector2 v2)
{
return !(v1 == v2);
}
[DllImport(Raylib.nativeLibName, EntryPoint = "Vector2Scale")]
public static extern Vector2 operator *(Vector2 v1, float scale);
public static bool operator >(Vector2 v1, Vector2 v2)
{
return v1.x > v2.x && v1.y > v2.y;
}
[DllImport(Raylib.nativeLibName, EntryPoint = "Vector2Divide")]
public static extern Vector2 operator /(Vector2 v1, Vector2 v3);
public static bool operator <(Vector2 v1, Vector2 v2)
{
return v1.x < v2.x && v1.y < v2.y;
}
[DllImport(Raylib.nativeLibName, EntryPoint = "Vector2Negate")]
public static extern Vector2 operator -(Vector2 v1);
public static Vector2 operator +(Vector2 v1, Vector2 v2)
{
return Raylib.Vector2Add(v1, v2);
}
public static Vector2 operator -(Vector2 v1, Vector2 v2)
{
return Raylib.Vector2Subtract(v1, v2);
}
public static Vector2 operator *(Vector2 v1, Vector2 v2)
{
return Raylib.Vector2Multiplyv(v1, v2);
}
public static Vector2 operator *(Vector2 v, float scale)
{
return Raylib.Vector2Scale(v, scale);
}
public static Vector2 operator /(Vector2 v1, Vector2 v2)
{
return Raylib.Vector2DivideV(v1, v2);
}
public static Vector2 operator /(Vector2 v1, float div)
{
return Raylib.Vector2Divide(v1, div);
}
public static Vector2 operator -(Vector2 v1)
{
return Raylib.Vector2Negate(v1);
}
#endregion
}
// Vector3 type
@ -145,6 +179,14 @@ namespace Raylib
this.z = z;
}
public Vector3(float value)
{
this.x = value;
this.y = value;
this.z = value;
}
// extensions
public override bool Equals(object obj)
{
return (obj is Vector3) && Equals((Vector3)obj);
@ -160,6 +202,33 @@ namespace Raylib
return "Vector3(" + x + " " + y + " " + z + ")";
}
public static Vector3 Zero
{
get { return Raylib.Vector3Zero(); }
}
public static Vector3 One
{
get { return Raylib.Vector3One(); }
}
public static Vector3 UnitX
{
get { return new Vector3(1, 0, 0); }
}
public static Vector3 UnitY
{
get { return new Vector3(0, 1, 0); }
}
public static Vector3 UnitZ
{
get { return new Vector3(0, 0, 1); }
}
#region Public Static Operators
public static bool operator ==(Vector3 v1, Vector3 v2)
{
return (v1.x == v2.x && v1.y == v2.y && v1.z == v2.z);
@ -170,65 +239,52 @@ namespace Raylib
return !(v1 == v2);
}
/*public bool operator >(Vector2 v1, Vector2 v2)
public static bool operator >(Vector3 v1, Vector3 v2)
{
return v1.x > v2.x && v1.y > v2.y;
return v1.x > v2.x && v1.y > v2.y && v1.z > v2.z;
}
public static bool operator <(Vector2 v1, Vector2 v2)
public static bool operator <(Vector3 v1, Vector3 v2)
{
return v1.x < v2.x && v1.y < v2.y;
}*/
return v1.x < v2.x && v1.y < v2.y && v1.z < v2.z;
}
// utility for c functions Vector3Zero -> Zero etc
[DllImport(Raylib.nativeLibName, EntryPoint = "Vector3Zero")]
public static extern Vector3 Zero();
public static Vector3 operator +(Vector3 v1, Vector3 v2)
{
return Raylib.Vector3Add(v1, v2);
}
[DllImport(Raylib.nativeLibName, EntryPoint = "Vector3One")]
public static extern Vector3 One();
public static Vector3 operator -(Vector3 v1, Vector3 v2)
{
return Raylib.Vector3Subtract(v1, v2);
}
[DllImport(Raylib.nativeLibName, EntryPoint = "Vector3Add")]
public static extern Vector3 operator +(Vector3 v1, Vector3 v3);
public static Vector3 operator *(Vector3 v1, Vector3 v2)
{
return Raylib.Vector3MultiplyV(v1, v2);
}
[DllImport(Raylib.nativeLibName, EntryPoint = "Vector3Subtract")]
public static extern Vector3 operator -(Vector3 v1, Vector3 v3);
public static Vector3 operator *(Vector3 v, float scale)
{
return Raylib.Vector3Scale(v, scale);
}
[DllImport(Raylib.nativeLibName, EntryPoint = "Vector3Length")]
public static extern float Length(Vector3 v);
public static Vector3 operator /(Vector3 v1, Vector3 v2)
{
return Raylib.Vector3DivideV(v1, v2);
}
[DllImport(Raylib.nativeLibName, EntryPoint = "Vector3DotProduct")]
public static extern float DotProduct(Vector3 v1, Vector3 v3);
public static Vector3 operator /(Vector3 v1, float div)
{
return Raylib.Vector3Divide(v1, div);
}
[DllImport(Raylib.nativeLibName, EntryPoint = "Vector3Distance")]
public static extern float Distance(Vector3 v1, Vector3 v3);
public static Vector3 operator -(Vector3 v1)
{
return Raylib.Vector3Negate(v1);
}
[DllImport(Raylib.nativeLibName, EntryPoint = "Vector3Angle")]
public static extern float Angle(Vector3 v1, Vector3 v3);
[DllImport(Raylib.nativeLibName, EntryPoint = "Vector3Scale")]
public static extern Vector3 Scale(Vector3 v, float scale);
[DllImport(Raylib.nativeLibName, EntryPoint = "Vector3Negate")]
public static extern Vector3 Negate(Vector3 v);
[DllImport(Raylib.nativeLibName, EntryPoint = "Vector3Divide")]
public static extern Vector3 Divide(Vector3 v, float div);
[DllImport(Raylib.nativeLibName, EntryPoint = "Vector3Normalize")]
public static extern Vector3 Normalize(Vector3 v);
// operators
[DllImport(Raylib.nativeLibName, EntryPoint = "Vector3MultiplyV")]
public static extern Vector3 operator *(Vector3 v1, Vector3 v3);
[DllImport(Raylib.nativeLibName, EntryPoint = "Vector3Multiply")]
public static extern Vector3 operator *(Vector3 v1, float scale);
[DllImport(Raylib.nativeLibName, EntryPoint = "Vector3Divide")]
public static extern Vector3 operator /(Vector3 v1, Vector3 v3);
[DllImport(Raylib.nativeLibName, EntryPoint = "Vector3Negate")]
public static extern Vector3 operator -(Vector3 v1);
#endregion
}
// Vector4 type
@ -247,6 +303,14 @@ namespace Raylib
this.w = w;
}
public Vector4(float value)
{
this.x = value;
this.y = value;
this.z = value;
this.w = value;
}
public override bool Equals(object obj)
{
return (obj is Vector4) && Equals((Vector4)obj);
@ -336,9 +400,13 @@ namespace Raylib
public static extern float Vector2Angle(Vector2 v1, Vector2 v2);
// Scale vector (multiply by value)
[DllImport(nativeLibName,CallingConvention = CallingConvention.Cdecl)]
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector2 Vector2Scale(Vector2 v, float scale);
// Multiply vector by a vector
[DllImport(nativeLibName,CallingConvention = CallingConvention.Cdecl)]
public static extern Vector2 Vector2Multiplyv(Vector2 v1, Vector2 v2);
// Negate vector
[DllImport(nativeLibName,CallingConvention = CallingConvention.Cdecl)]
public static extern Vector2 Vector2Negate(Vector2 v);
@ -347,6 +415,10 @@ namespace Raylib
[DllImport(nativeLibName,CallingConvention = CallingConvention.Cdecl)]
public static extern Vector2 Vector2Divide(Vector2 v, float div);
// Divide vector by a vector
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector2 Vector2DivideV(Vector2 v1, Vector2 v2);
// Normalize provided vector
[DllImport(nativeLibName,CallingConvention = CallingConvention.Cdecl)]
public static extern Vector2 Vector2Normalize(Vector2 v);
@ -403,6 +475,14 @@ namespace Raylib
[DllImport(nativeLibName,CallingConvention = CallingConvention.Cdecl)]
public static extern Vector3 Vector3Negate(Vector3 v);
// Divide vector by a float value
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector3 Vector3Divide(Vector3 v, float div);
// Divide vector by a vector
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector3 Vector3DivideV(Vector3 v1, Vector3 v2);
// Normalize provided vector
[DllImport(nativeLibName,CallingConvention = CallingConvention.Cdecl)]
public static extern Vector3 Vector3Normalize(Vector3 v);