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raylib-cs/Raylib-cs/types/Model.cs

110 lines
2.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Numerics;
using System.Runtime.InteropServices;
using Microsoft.Toolkit.HighPerformance;
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;
/// <summary>
/// Bones information (skeleton, BoneInfo *)
/// </summary>
public BoneInfo* bones;
/// <summary>
/// Bones base transformation (pose, Transform *)
/// </summary>
public Transform* bindPose;
}
/// <summary>
/// Model animation
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public readonly 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 ReadOnlySpan<BoneInfo> BoneInfo => new(bones, boneCount);
/// <summary>
/// Poses array by frame (Transform **)
/// </summary>
public readonly Transform** framePoses;
/// <inheritdoc cref="framePoses"/>
public ReadOnlySpan2D<Transform> FramePoses => new(framePoses, frameCount,boneCount,sizeof(Transform));
}
}