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raylib-cs/Raylib-cs/types/Model.cs
Matorio 762641e296 Updating calls and docs
Moved the "AudioCallback" delegate into the "AudioMixed.cs" File.
Added a "Update" method to AudioStream.
Added "LoadAnim" static method to Image.
Added a "Update" method to Music.
Explicit constructors on the "Mesh.cs" file.
Properties and structs marked as read-only on the "Model.cs" file.
Updated the "README.md" to mentions Raylib-cs targets net6.0 and net8.0 (and also explicitly added that the "STAThread" attribute comes from the "System" namespace).
Changed redundant calls on some "Draw" methods from Texture2D.
2025-07-18 14:02:01 -05:00

266 lines
6.9 KiB
C#

using System;
using System.Numerics;
using System.Runtime.InteropServices;
namespace Raylib_cs;
/// <summary>
/// Bone information
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public unsafe 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 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;
public readonly CBool IsValid => Raylib.IsModelValid(this);
public static Model Load(string fileName)
{
return Raylib.LoadModel(fileName);
}
public static Model LoadFromMesh(Mesh mesh)
{
return Raylib.LoadModelFromMesh(mesh);
}
public readonly void Draw(Vector3 position)
{
Raylib.DrawModel(this, position, 1.0f, Color.White);
}
public readonly void Draw(Vector3 position, float scale)
{
Raylib.DrawModel(this, position, scale, Color.White);
}
public readonly void Draw(Vector3 position, float scale, Color color)
{
Raylib.DrawModel(this, position, scale, color);
}
public readonly void Draw(Vector3 position, Vector3 rotationAxis, float rotationAngle)
{
Raylib.DrawModelEx(this, position, rotationAxis, rotationAngle, Vector3.One, Color.White);
}
public readonly void Draw(Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale)
{
Raylib.DrawModelEx(this, position, rotationAxis, rotationAngle, scale, Color.White);
}
public readonly void Draw(Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color color)
{
Raylib.DrawModelEx(this, position, rotationAxis, rotationAngle, scale, color);
}
public readonly void DrawWires(Vector3 position, Color color)
{
Raylib.DrawModelWires(this, position, 1.0f, color);
}
public readonly void DrawWires(Vector3 position, float scale)
{
Raylib.DrawModelWires(this, position, scale, Color.White);
}
public readonly void DrawWires(Vector3 position, float scale, Color color)
{
Raylib.DrawModelWires(this, position, scale, color);
}
public readonly void DrawWires(Vector3 position, Vector3 rotationAxis, float rotationAngle, Color color)
{
Raylib.DrawModelWiresEx(this, position, rotationAxis, rotationAngle, Vector3.One, color);
}
public readonly void DrawWires(Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color color)
{
Raylib.DrawModelWiresEx(this, position, rotationAxis, rotationAngle, scale, color);
}
public readonly void DrawPoints(Vector3 position, Color color)
{
Raylib.DrawModelPoints(this, position, 1.0f, color);
}
public readonly void DrawPoints(Vector3 position, float scale, Color color)
{
Raylib.DrawModelPoints(this, position, scale, color);
}
public readonly void DrawPoints(Vector3 position, Vector3 rotationAxis, float rotationAngle, Color color)
{
Raylib.DrawModelPointsEx(this, position, rotationAxis, rotationAngle, Vector3.One, color);
}
public readonly void DrawPoints(Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color color)
{
Raylib.DrawModelPointsEx(this, position, rotationAxis, rotationAngle, scale, color);
}
public void Unload()
{
Raylib.UnloadModel(this);
}
}
/// <summary>
/// Model animation
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public unsafe 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 readonly ReadOnlySpan<BoneInfo> BoneInfo => new ReadOnlySpan<BoneInfo>(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 readonly FramePosesCollection FramePosesColl => new FramePosesCollection(FramePoses, FrameCount, BoneCount);
public readonly struct FramePosesCollection
{
readonly Transform** _framePoses;
readonly int _frameCount;
readonly int _boneCount;
public readonly FramePoses this[int index] => new FramePoses(_framePoses[index], _boneCount);
public readonly 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 static ModelAnimation[] LoadAnimations(string fileName)
{
int count = 0;
ModelAnimation* animations = Raylib.LoadModelAnimations(fileName, ref count);
ModelAnimation[] output = new ModelAnimation[count];
for (int i = 0; i < count; i++)
{
output[i] = animations[i];
}
return output;
}
public static void UnloadAnimations(ModelAnimation[] modelAnimations)
{
fixed (ModelAnimation* ptr = modelAnimations)
{
Raylib.UnloadModelAnimations(ptr, modelAnimations.Length);
}
}
public void Unload()
{
Raylib.UnloadModelAnimation(this);
}
}
public readonly unsafe struct FramePoses
{
readonly Transform* _poses;
readonly int _count;
public readonly ref Transform this[int index] => ref _poses[index];
internal FramePoses(Transform* poses, int count)
{
this._poses = poses;
this._count = count;
}
}