using System; using System.Collections.Generic; using System.Numerics; using System.Runtime.InteropServices; using Microsoft.Toolkit.HighPerformance; namespace Raylib_cs { /// /// Bone information /// [StructLayout(LayoutKind.Sequential)] public unsafe struct BoneInfo { /// /// Bone name (char[32]) /// public fixed sbyte name[32]; /// /// Bone parent /// public int parent; } /// /// Model type /// [StructLayout(LayoutKind.Sequential)] public unsafe struct Model { /// /// Local transform matrix /// public Matrix4x4 transform; /// /// Number of meshes /// public int meshCount; /// /// Number of materials /// public int materialCount; /// /// Meshes array (Mesh *) /// public Mesh* meshes; /// /// Materials array (Material *) /// public Material* materials; /// /// Mesh material number (int *) /// public int* meshMaterial; /// /// Number of bones /// public int boneCount; /// /// Bones information (skeleton, BoneInfo *) /// public BoneInfo* bones; /// /// Bones base transformation (pose, Transform *) /// public Transform* bindPose; } /// /// Model animation /// [StructLayout(LayoutKind.Sequential)] public readonly unsafe struct ModelAnimation { /// /// Number of bones /// public readonly int boneCount; /// /// Number of animation frames /// public readonly int frameCount; /// /// Bones information (skeleton, BoneInfo *) /// public readonly BoneInfo* bones; /// public ReadOnlySpan BoneInfo => new(bones, boneCount); /// /// Poses array by frame (Transform **) /// public readonly Transform** framePoses; /// public ReadOnlySpan2D FramePoses => new(framePoses, frameCount,boneCount,sizeof(Transform)); } }