using System; using System.Runtime.InteropServices; namespace Raylib_cs; /// <summary> /// Vertex data definning a mesh<br/> /// NOTE: Data stored in CPU memory (and GPU) /// </summary> [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> public int VertexCount; /// <summary> /// Number of triangles stored (indexed or not) /// </summary> public int TriangleCount; #region Default vertex data /// <summary> /// Vertex position (XYZ - 3 components per vertex) (shader-location = 0) /// </summary> public float* Vertices = default; /// <summary> /// Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) /// </summary> public float* TexCoords = default; /// <summary> /// Vertex second texture coordinates (useful for lightmaps) (shader-location = 5) /// </summary> public float* TexCoords2 = default; /// <summary> /// Vertex normals (XYZ - 3 components per vertex) (shader-location = 2) /// </summary> public float* Normals = default; /// <summary> /// Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4) /// </summary> public float* Tangents = default; /// <summary> /// Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) /// </summary> public byte* Colors = default; /// <summary> /// Vertex indices (in case vertex data comes indexed) /// </summary> public ushort* Indices = default; /// <summary> /// Allocate <see cref="Vertices"/> /// </summary> public void AllocVertices() { Vertices = Raylib.New<float>(3 * VertexCount); } /// <summary> /// Allocate <see cref="TexCoords"/> /// </summary> public void AllocTexCoords() { TexCoords = Raylib.New<float>(2 * VertexCount); } /// <summary> /// Allocate <see cref="TexCoords2"/> /// </summary> public void AllocTexCoords2() { TexCoords2 = Raylib.New<float>(2 * VertexCount); } /// <summary> /// Allocate <see cref="Normals"/> /// </summary> public void AllocNormals() { Normals = Raylib.New<float>(3 * VertexCount); } /// <summary> /// Allocate <see cref="Tangents"/> /// </summary> public void AllocTangents() { Tangents = Raylib.New<float>(4 * VertexCount); } /// <summary> /// Allocate <see cref="Colors"/> /// </summary> public void AllocColors() { Colors = Raylib.New<byte>(4 * VertexCount); } /// <summary> /// Allocate <see cref="Indices"/> /// </summary> public void AllocIndices() { Indices = Raylib.New<ushort>(3 * TriangleCount); } /// <summary> /// Access <see cref="Vertices"/> /// </summary> public readonly Span<T> VerticesAs<T>() where T : unmanaged { return new(Vertices, 3 * VertexCount * sizeof(float) / sizeof(T)); } /// <summary> /// Access <see cref="TexCoords"/> /// </summary> public readonly Span<T> TexCoordsAs<T>() where T : unmanaged { return new(TexCoords, 2 * VertexCount * sizeof(float) / sizeof(T)); } /// <summary> /// Access <see cref="TexCoords2"/> /// </summary> public readonly Span<T> TexCoords2As<T>() where T : unmanaged { return new(TexCoords2, 2 * VertexCount * sizeof(float) / sizeof(T)); } /// <summary> /// Access <see cref="Normals"/> /// </summary> public readonly Span<T> NormalsAs<T>() where T : unmanaged { return new(Normals, 3 * VertexCount * sizeof(float) / sizeof(T)); } /// <summary> /// Access <see cref="Tangents"/> /// </summary> public readonly Span<T> TangentsAs<T>() where T : unmanaged { return new(Tangents, 4 * VertexCount * sizeof(float) / sizeof(T)); } /// <summary> /// Access <see cref="Colors"/> /// </summary> public readonly Span<T> ColorsAs<T>() where T : unmanaged { return new(Colors, 4 * VertexCount * sizeof(byte) / sizeof(T)); } /// <summary> /// Access <see cref="Indices"/> /// </summary> public readonly Span<T> IndicesAs<T>() where T : unmanaged { return new(Indices, 3 * TriangleCount * sizeof(ushort) / sizeof(T)); } #endregion #region Animation vertex data /// <summary> /// Animated vertex positions (after bones transformations) /// </summary> public float* AnimVertices = default; /// <summary> /// Animated normals (after bones transformations) /// </summary> public float* AnimNormals = default; /// <summary> /// Vertex bone ids, up to 4 bones influence by vertex (skinning) /// </summary> public byte* BoneIds = default; /// <summary> /// Vertex bone weight, up to 4 bones influence by vertex (skinning) /// </summary> public float* BoneWeights = default; #endregion #region OpenGL identifiers /// <summary> /// OpenGL Vertex Array Object id /// </summary> public uint VaoId = default; /// <summary> /// OpenGL Vertex Buffer Objects id (default vertex data, uint[]) /// </summary> public uint* VboId = default; #endregion }