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raylib-cs/Raylib-cs/types/Model.cs
Dennis Steffen 21d83c60a9
Upgrade Raylib to 6.0 (#337)
* Updated target to Raylib 6 + synced invoke called with the changes in C. [WARNING: Breaking changes!]

* Added severial examples. Corrected towards the correct return type and add utilities to prevent working with pointers

* Additional resources from the Raylib repo.

* Fixed additional pinvokes to match with the new raylib bindings. [Warning breaking changes!]

* Fixing the QOL utils

* Fixing the Mesh struct

* Applying changes after review. Merged resources.LICENSE + raylib-cs.Native.csproj only targets dotnet8

* Updated README to reflect .NET 10 and Raylib 6 compatibility changes.

* Updated shader colors, adjusted car model scale, disabled HDR in SkyboxDemo, and fixed camera mode assignment. Removed unused `Capacity` field in FilePathList struct.

* Improved XML comments for consistency, fixed spacing and formatting across examples, added new resources to `resources.LICENSE`.

* Updated XML comment for `GetDirectoryFileCountEx` to clarify behavior and filtering options.

* Updated and clarified XML comments for methods and parameters, improved naming consistency, and refined shader-related functions. Renamed enums in `Shader.cs` for so it is inline with the upstream.

* Improved XML comments for clarity and consistency in `Model.cs` and `Mesh.cs`, updated method and variable names for better readability, and adjusted logic in span creation methods.

* Corrected XML comment capitalization in `Model.cs`.

---------

Co-authored-by: Meatcorps <info@meatcorps.nl>
2026-05-24 07:21:12 +01:00

242 lines
5.3 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>
/// Bone name as string
/// </summary>
public string NameToString()
{
fixed (sbyte* name = Name)
{
return Utf8StringUtils.GetUTF8String(name);
}
}
}
/// <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* BindPose;
public Span<Transform> BindPoseAsSpan()
{
if (BindPose == null || BoneCount <= 0)
{
return Span<Transform>.Empty;
}
return new Span<Transform>(BindPose, BoneCount);
}
public Span<BoneInfo> BonesAsSpan()
{
if (Bones == null || BoneCount <= 0)
{
return Span<BoneInfo>.Empty;
}
return new Span<BoneInfo>(Bones, BoneCount);
}
}
// Note:
// Anim pose, an array of Transform[]
// typedef Transform *ModelAnimPose; It's just a 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>
/// Skeleton for animation
/// </summary>
public ModelSkeleton Skeleton;
/// <summary>
/// Current animation pose (Transform[])
/// </summary>
public Transform* CurrentPose;
/// <summary>
/// Bones animated transformation matrices
/// </summary>
public Matrix4x4* BoneMatrices;
/// <summary>
/// Bones animated transformation matrices as span. Based on Skeleton.BoneCount length
/// </summary>
public Span<Matrix4x4> BoneMatricesAsSpan()
{
if (BoneMatrices == null || Skeleton.BoneCount <= 0)
{
return Span<Matrix4x4>.Empty;
}
return new Span<Matrix4x4>(BoneMatrices, Skeleton.BoneCount);
}
/// <summary>
/// Current animation pose as span. Based on Skeleton.BoneCount length
/// </summary>
public Span<Transform> CurrentPoseAsSpan()
{
if (CurrentPose == null || Skeleton.BoneCount <= 0)
{
return Span<Transform>.Empty;
}
return new Span<Transform>(CurrentPose, Skeleton.BoneCount);
}
/// <summary>
/// Mesh material number as span. Based on MaterialCount length
/// </summary>
public Span<int> MeshMaterialAsSpan()
{
if (MeshMaterial == null || MaterialCount <= 0)
{
return Span<int>.Empty;
}
return new Span<int>(MeshMaterial, MaterialCount);
}
/// <summary>
/// Meshes as span. Based on MeshCount length
/// </summary>
public Span<Mesh> MeshesAsSpan()
{
if (Meshes == null || MeshCount <= 0)
{
return Span<Mesh>.Empty;
}
return new Span<Mesh>(Meshes, MeshCount);
}
}
/// <summary>
/// ModelAnimation, contains a full animation sequence
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public unsafe struct ModelAnimation
{
/// <summary>
/// Animation name (char[32])
/// </summary>
public fixed sbyte Name[32];
/// <summary>
/// Number of bones
/// </summary>
public readonly int BoneCount;
/// <summary>
/// Number of animation key frames
/// </summary>
public readonly int KeyFrameCount;
/// <summary>
/// Animation sequence keyframe poses [keyframe][pose]
/// </summary>
public Transform** KeyframePoses;
/// <summary>
/// Animation sequence keyframe poses as span. Based on KeyFrameCount length
/// </summary>
public Span<Transform> GetKeyFramePoseAsSpan(int frame)
{
if (KeyframePoses == null || frame < 0 || frame >= KeyFrameCount)
{
return Span<Transform>.Empty;
}
var pose = KeyframePoses[frame];
if (pose == null || BoneCount <= 0)
{
return Span<Transform>.Empty;
}
return new Span<Transform>(KeyframePoses[frame], KeyFrameCount);
}
/// <summary>
/// Animation name as string
/// </summary>
public string NameToString()
{
fixed (sbyte* name = Name)
{
return Utf8StringUtils.GetUTF8String(name);
}
}
}