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mirror of https://github.com/raylib-cs/raylib-cs synced 2025-10-13 04:51:53 -04:00
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raylib-cs/Raylib-cs/types/Mesh.cs
Matorio 75aabd1cc0 Explicit core types and autonomous types. (#304)
* All the "var" variables were changed to explicit types on the raylib class
* "MakeDirectory" overload, and string version of "GetApplicationDirectory" and "GetWorkingDirectory" methods
* Added "Dimensions" property to "Texture2D"
* New overloads for the "LoadFileData" and "SaveFileData" methods
* Raymath's const "NativeLibName" is now referencing to "Raylib.NativeLibName"
* Color constructors are more readable
* Added "Dimensions" property to "Image"
* Changed all the "var" for explicit types on the "Logging" class
* Changed "Int64" for "long" on CBool, and using constructor on the operators instead setting the value manually
* Added indexer to "FilePathLists"
* Changed all "var" for explicit types on "Utf8Buffer"
* New "GetRandomSequence" method overloads in "Raylib.Utils" acepting "int" and "float"
* Added new extension "byte.Lerp"
* Added new extension "Log" for "TraceLogLevel"
* Constructors on Color no longer just truncate the float value, but also round it (+ 0.5f)
* New static method on Color, "Color.Lerp"
* Added static method "FromHSV" to Color
* Added new getter method "GetHSV" on Color
* Added index security on the FilePathList indexer
* Added Rectangle extension
* Added "MoveTowards" extensions to RaylibExtensions
* Added "TranslateLocal" and "TranslateGlobal" to Transform
* Removed unnecessary "partial" declarations
* Updating calls and docs
* Moved the "AudioCallback" delegate into the "AudioMixed.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)
* Added a few sizing utils to "Rectangle"
* Added "GetScreenCenter" to "Raylib.Utils"
2025-09-21 09:09:38 +01:00

267 lines
6.8 KiB
C#

using System;
using System.Numerics;
using System.Runtime.InteropServices;
namespace Raylib_cs;
/// <summary>
/// Vertex data definning a mesh<br/>
/// NOTE: Data stored in CPU memory (and GPU)
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public unsafe struct Mesh
{
/// <summary>
/// Creates a mesh ready for default vertex data allocation
/// </summary>
public Mesh(int vertexCount, int triangleCount)
{
VertexCount = vertexCount;
TriangleCount = triangleCount;
}
/// <summary>
/// Number of vertices stored in arrays
/// </summary>
public int VertexCount;
/// <summary>
/// Number of triangles stored (indexed or not)
/// </summary>
public int TriangleCount;
#region Default vertex data
/// <summary>
/// Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
/// </summary>
public float* Vertices = default;
/// <summary>
/// Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
/// </summary>
public float* TexCoords = default;
/// <summary>
/// Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
/// </summary>
public float* TexCoords2 = default;
/// <summary>
/// Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
/// </summary>
public float* Normals = default;
/// <summary>
/// Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
/// </summary>
public float* Tangents = default;
/// <summary>
/// Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
/// </summary>
public byte* Colors = default;
/// <summary>
/// Vertex indices (in case vertex data comes indexed)
/// </summary>
public ushort* Indices = default;
/// <summary>
/// Allocate <see cref="Vertices"/>
/// </summary>
public void AllocVertices()
{
Vertices = Raylib.New<float>(3 * (uint)VertexCount);
}
/// <summary>
/// Allocate <see cref="TexCoords"/>
/// </summary>
public void AllocTexCoords()
{
TexCoords = Raylib.New<float>(2 * (uint)VertexCount);
}
/// <summary>
/// Allocate <see cref="TexCoords2"/>
/// </summary>
public void AllocTexCoords2()
{
TexCoords2 = Raylib.New<float>(2 * (uint)VertexCount);
}
/// <summary>
/// Allocate <see cref="Normals"/>
/// </summary>
public void AllocNormals()
{
Normals = Raylib.New<float>(3 * (uint)VertexCount);
}
/// <summary>
/// Allocate <see cref="Tangents"/>
/// </summary>
public void AllocTangents()
{
Tangents = Raylib.New<float>(4 * (uint)VertexCount);
}
/// <summary>
/// Allocate <see cref="Colors"/>
/// </summary>
public void AllocColors()
{
Colors = Raylib.New<byte>(4 * (uint)VertexCount);
}
/// <summary>
/// Allocate <see cref="Indices"/>
/// </summary>
public void AllocIndices()
{
Indices = Raylib.New<ushort>(3 * (uint)TriangleCount);
}
/// <summary>
/// Access <see cref="Vertices"/>
/// </summary>
public readonly Span<T> VerticesAs<T>() where T : unmanaged
{
return new(Vertices, 3 * VertexCount * sizeof(float) / sizeof(T));
}
/// <summary>
/// Access <see cref="TexCoords"/>
/// </summary>
public readonly Span<T> TexCoordsAs<T>() where T : unmanaged
{
return new Span<T>(TexCoords, 2 * VertexCount * sizeof(float) / sizeof(T));
}
/// <summary>
/// Access <see cref="TexCoords2"/>
/// </summary>
public readonly Span<T> TexCoords2As<T>() where T : unmanaged
{
return new Span<T>(TexCoords2, 2 * VertexCount * sizeof(float) / sizeof(T));
}
/// <summary>
/// Access <see cref="Normals"/>
/// </summary>
public readonly Span<T> NormalsAs<T>() where T : unmanaged
{
return new Span<T>(Normals, 3 * VertexCount * sizeof(float) / sizeof(T));
}
/// <summary>
/// Access <see cref="Tangents"/>
/// </summary>
public readonly Span<T> TangentsAs<T>() where T : unmanaged
{
return new Span<T>(Tangents, 4 * VertexCount * sizeof(float) / sizeof(T));
}
/// <summary>
/// Access <see cref="Colors"/>
/// </summary>
public readonly Span<T> ColorsAs<T>() where T : unmanaged
{
return new Span<T>(Colors, 4 * VertexCount * sizeof(byte) / sizeof(T));
}
/// <summary>
/// Access <see cref="Indices"/>
/// </summary>
public readonly Span<T> IndicesAs<T>() where T : unmanaged
{
return new Span<T>(Indices, 3 * TriangleCount * sizeof(ushort) / sizeof(T));
}
#endregion
#region Animation vertex data
/// <summary>
/// Animated vertex positions (after bones transformations)
/// </summary>
public float* AnimVertices = default;
/// <summary>
/// Animated normals (after bones transformations)
/// </summary>
public float* AnimNormals = default;
/// <summary>
/// Vertex bone ids, up to 4 bones influence by vertex (skinning)
/// </summary>
public byte* BoneIds = default;
/// <summary>
/// Vertex bone weight, up to 4 bones influence by vertex (skinning)
/// </summary>
public float* BoneWeights = default;
/// <summary>
/// Bones animated transformation matrices
/// </summary>
public Matrix4x4* BoneMatrices = default;
/// <summary>
/// Number of bones
/// </summary>
public int BoneCount;
#endregion
#region OpenGL identifiers
/// <summary>
/// OpenGL Vertex Array Object id
/// </summary>
public uint VaoId = default;
/// <summary>
/// OpenGL Vertex Buffer Objects id (default vertex data, uint[])
/// </summary>
public uint* VboId = default;
/// <summary>
/// Default <see cref="VboId"/> index for <see cref="Vertices"/>
/// </summary>
public const int VboIdIndexVertices = 0;
/// <summary>
/// Default <see cref="VboId"/> index for <see cref="TexCoords"/>
/// </summary>
public const int VboIdIndexTexCoords = 1;
/// <summary>
/// Default <see cref="VboId"/> index for <see cref="Normals"/>
/// </summary>
public const int VboIdIndexNormals = 2;
/// <summary>
/// Default <see cref="VboId"/> index for <see cref="Colors"/>
/// </summary>
public const int VboIdIndexColors = 3;
/// <summary>
/// Default <see cref="VboId"/> index for <see cref="Tangents"/>
/// </summary>
public const int VboIdIndexTangents = 4;
/// <summary>
/// Default <see cref="VboId"/> index for <see cref="TexCoords2"/>
/// </summary>
public const int VboIdIndexTexCoords2 = 5;
/// <summary>
/// Default <see cref="VboId"/> index for <see cref="Indices"/>
/// </summary>
public const int VboIdIndexIndices = 6;
#endregion
}