using System;
using System.Numerics;
using System.Runtime.InteropServices;
namespace Raylib_cs
{
///
/// Bone information
///
[StructLayout(LayoutKind.Sequential)]
public unsafe partial struct BoneInfo
{
///
/// Bone name (char[32])
///
public fixed sbyte name[32];
///
/// Bone parent
///
public int parent;
}
///
/// Model type
///
[StructLayout(LayoutKind.Sequential)]
public unsafe partial 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;
//TODO: Span
///
/// Bones information (skeleton, BoneInfo *)
///
public BoneInfo* bones;
//TODO: Span
///
/// Bones base transformation (pose, Transform *)
///
public Transform* bindPose;
}
///
/// Model animation
///
[StructLayout(LayoutKind.Sequential)]
public readonly unsafe partial 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 FramePosesCollection FramePoses => new(framePoses, frameCount, boneCount);
public struct FramePosesCollection
{
readonly Transform** framePoses;
readonly int frameCount;
readonly int boneCount;
public FramePoses this[int index] => new(framePoses[index], boneCount);
public Transform this[int index1, int index2] => new FramePoses(framePoses[index1], boneCount)[index2];
internal FramePosesCollection(Transform** framePoses, int frameCount, int boneCount)
{
this.framePoses = framePoses;
this.frameCount = frameCount;
this.boneCount = boneCount;
}
}
}
public unsafe struct FramePoses
{
readonly Transform* poses;
readonly int count;
public ref Transform this[int index]
{
get
{
return ref poses[index];
}
}
internal FramePoses(Transform* poses, int count)
{
this.poses = poses;
this.count = count;
}
}
}