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

178 lines
3.7 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;
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* ModelAnimPose;
public Span<Transform> ModelAnimPoseAsSpan()
{
return new Span<Transform>(ModelAnimPose, BoneCount);
}
public Span<BoneInfo> BonesAsSpan()
{
return new Span<BoneInfo>(Bones, BoneCount);
}
}
// 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>
/// Skeleton for animation
/// </summary>
ModelSkeleton Skeleton;
/// <summary>
/// Current animation pose (Transform[])
/// </summary>
public Transform* CurrentPose;
/// <summary>
/// Bones animated transformation matrices
/// </summary>
public Matrix4x4* BoneMatrices;
public Span<Matrix4x4> BoneMatricesAsSpan()
{
return new Span<Matrix4x4>(BoneMatrices, Skeleton.BoneCount);
}
public Span<Transform> CurrentPoseAsSpan()
{
return new Span<Transform>(CurrentPose, Skeleton.BoneCount);
}
public Span<int> MeshMaterialAsSpan()
{
return new Span<int>(MeshMaterial, MeshCount);
}
public Span<Mesh> MeshesAsSpan()
{
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 frames
/// </summary>
public readonly int KeyFrameCount;
/// <summary>
/// Animation sequence keyframe poses [keyframe][pose]
/// </summary>
public Transform* KeyframePoses;
public Span<Transform> KeyFramePosesAsSpan()
{
return new Span<Transform>(KeyframePoses, KeyFrameCount);
}
public string NameToString()
{
fixed (sbyte* name = Name)
{
return Utf8StringUtils.GetUTF8String(name);
}
}
}