Watch
2
0
Fork
You've already forked raylib-cs
0
raylib-cs/Raylib-cs/types/Model.cs

175 lines
3.9 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>
/// Skeleton, animation bones hierarchy
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public unsafe struct ModelSkeleton
{
/// <summary>
/// Number of bones
/// </summary>
public int BoneCount;
/// <summary>
/// Bones information (skeleton)
/// </summary>
public BoneInfo* Bones;
/// <summary>
/// Bones base transformation (Transform[])
/// </summary>
public Transform* ModelAnimPose;
}
// Note:
// Anim pose, an array of Transform[]
// typedef Transform *ModelAnimPose; It's just an pointer array.
/// <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;
}
/// <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 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;
}
}