using System; using System.Numerics; using System.Runtime.InteropServices; namespace Raylib_cs; /// <summary> /// Bone information /// </summary> [StructLayout(LayoutKind.Sequential)] public unsafe partial struct BoneInfo { /// <summary> /// Bone name (char[32]) /// </summary> public fixed sbyte Name[32]; /// <summary> /// Bone parent /// </summary> public int Parent; } /// <summary> /// Model type /// </summary> [StructLayout(LayoutKind.Sequential)] public unsafe partial struct Model { /// <summary> /// Local transform matrix /// </summary> public Matrix4x4 Transform; /// <summary> /// Number of meshes /// </summary> public int MeshCount; /// <summary> /// Number of materials /// </summary> public int MaterialCount; /// <summary> /// Meshes array (Mesh *) /// </summary> public Mesh* Meshes; /// <summary> /// Materials array (Material *) /// </summary> public Material* Materials; /// <summary> /// Mesh material number (int *) /// </summary> public int* MeshMaterial; /// <summary> /// Number of bones /// </summary> public int BoneCount; //TODO: Span /// <summary> /// Bones information (skeleton, BoneInfo *) /// </summary> public BoneInfo* Bones; //TODO: Span /// <summary> /// Bones base transformation (pose, Transform *) /// </summary> public Transform* BindPose; } /// <summary> /// Model animation /// </summary> [StructLayout(LayoutKind.Sequential)] public unsafe partial struct ModelAnimation { /// <summary> /// Number of bones /// </summary> public readonly int BoneCount; /// <summary> /// Number of animation frames /// </summary> public readonly int FrameCount; /// <summary> /// Bones information (skeleton, BoneInfo *) /// </summary> public readonly BoneInfo* Bones; /// <inheritdoc cref="Bones"/> public ReadOnlySpan<BoneInfo> BoneInfo => new(Bones, BoneCount); /// <summary> /// Poses array by frame (Transform **) /// </summary> public readonly Transform** FramePoses; /// <summary> /// Animation name (char[32]) /// </summary> public fixed sbyte Name[32]; /// <inheritdoc cref="FramePoses"/> public FramePosesCollection FramePosesColl => 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] => ref _poses[index]; internal FramePoses(Transform* poses, int count) { this._poses = poses; this._count = count; } }