using System; using System.Numerics; 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> /// 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; /// <summary> /// Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) /// </summary> public float* texcoords; /// <summary> /// Vertex second texture coordinates (useful for lightmaps) (shader-location = 5) /// </summary> public float* texcoords2; /// <summary> /// Vertex normals (XYZ - 3 components per vertex) (shader-location = 2) /// </summary> public float* normals; /// <summary> /// Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4) /// </summary> public float* tangents; /// <summary> /// Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) /// </summary> public byte* colors; /// <summary> /// Vertex indices (in case vertex data comes indexed) /// </summary> public ushort* indices; #endregion #region Animation vertex data /// <summary> /// Animated vertex positions (after bones transformations) /// </summary> public float* animVertices; /// <summary> /// Animated normals (after bones transformations) /// </summary> public float* animNormals; /// <summary> /// Vertex bone ids, up to 4 bones influence by vertex (skinning) /// </summary> public byte* boneIds; /// <summary> /// Vertex bone weight, up to 4 bones influence by vertex (skinning) /// </summary> public float* boneWeights; #endregion #region OpenGL identifiers /// <summary> /// OpenGL Vertex Array Object id /// </summary> public uint vaoId; /// <summary> /// OpenGL Vertex Buffer Objects id (default vertex data, uint[]) /// </summary> public uint* vboId; #endregion } }