mirror of
https://github.com/raylib-cs/raylib-cs
synced 2025-10-13 04:51:53 -04:00
* 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"
267 lines
6.8 KiB
C#
267 lines
6.8 KiB
C#
using System;
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using System.Numerics;
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using System.Runtime.InteropServices;
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namespace Raylib_cs;
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/// <summary>
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/// Vertex data definning a mesh<br/>
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/// NOTE: Data stored in CPU memory (and GPU)
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public unsafe struct Mesh
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{
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/// <summary>
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/// Creates a mesh ready for default vertex data allocation
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/// </summary>
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public Mesh(int vertexCount, int triangleCount)
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{
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VertexCount = vertexCount;
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TriangleCount = triangleCount;
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}
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/// <summary>
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/// Number of vertices stored in arrays
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/// </summary>
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public int VertexCount;
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/// <summary>
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/// Number of triangles stored (indexed or not)
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/// </summary>
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public int TriangleCount;
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#region Default vertex data
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/// <summary>
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/// Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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/// </summary>
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public float* Vertices = default;
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/// <summary>
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/// Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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/// </summary>
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public float* TexCoords = default;
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/// <summary>
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/// Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
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/// </summary>
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public float* TexCoords2 = default;
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/// <summary>
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/// Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
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/// </summary>
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public float* Normals = default;
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/// <summary>
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/// Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
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/// </summary>
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public float* Tangents = default;
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/// <summary>
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/// Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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/// </summary>
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public byte* Colors = default;
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/// <summary>
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/// Vertex indices (in case vertex data comes indexed)
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/// </summary>
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public ushort* Indices = default;
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/// <summary>
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/// Allocate <see cref="Vertices"/>
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/// </summary>
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public void AllocVertices()
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{
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Vertices = Raylib.New<float>(3 * (uint)VertexCount);
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}
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/// <summary>
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/// Allocate <see cref="TexCoords"/>
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/// </summary>
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public void AllocTexCoords()
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{
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TexCoords = Raylib.New<float>(2 * (uint)VertexCount);
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}
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/// <summary>
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/// Allocate <see cref="TexCoords2"/>
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/// </summary>
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public void AllocTexCoords2()
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{
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TexCoords2 = Raylib.New<float>(2 * (uint)VertexCount);
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}
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/// <summary>
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/// Allocate <see cref="Normals"/>
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/// </summary>
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public void AllocNormals()
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{
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Normals = Raylib.New<float>(3 * (uint)VertexCount);
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}
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/// <summary>
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/// Allocate <see cref="Tangents"/>
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/// </summary>
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public void AllocTangents()
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{
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Tangents = Raylib.New<float>(4 * (uint)VertexCount);
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}
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/// <summary>
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/// Allocate <see cref="Colors"/>
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/// </summary>
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public void AllocColors()
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{
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Colors = Raylib.New<byte>(4 * (uint)VertexCount);
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}
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/// <summary>
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/// Allocate <see cref="Indices"/>
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/// </summary>
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public void AllocIndices()
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{
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Indices = Raylib.New<ushort>(3 * (uint)TriangleCount);
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}
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/// <summary>
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/// Access <see cref="Vertices"/>
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/// </summary>
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public readonly Span<T> VerticesAs<T>() where T : unmanaged
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{
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return new(Vertices, 3 * VertexCount * sizeof(float) / sizeof(T));
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}
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/// <summary>
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/// Access <see cref="TexCoords"/>
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/// </summary>
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public readonly Span<T> TexCoordsAs<T>() where T : unmanaged
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{
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return new Span<T>(TexCoords, 2 * VertexCount * sizeof(float) / sizeof(T));
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}
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/// <summary>
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/// Access <see cref="TexCoords2"/>
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/// </summary>
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public readonly Span<T> TexCoords2As<T>() where T : unmanaged
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{
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return new Span<T>(TexCoords2, 2 * VertexCount * sizeof(float) / sizeof(T));
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}
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/// <summary>
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/// Access <see cref="Normals"/>
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/// </summary>
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public readonly Span<T> NormalsAs<T>() where T : unmanaged
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{
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return new Span<T>(Normals, 3 * VertexCount * sizeof(float) / sizeof(T));
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}
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/// <summary>
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/// Access <see cref="Tangents"/>
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/// </summary>
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public readonly Span<T> TangentsAs<T>() where T : unmanaged
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{
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return new Span<T>(Tangents, 4 * VertexCount * sizeof(float) / sizeof(T));
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}
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/// <summary>
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/// Access <see cref="Colors"/>
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/// </summary>
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public readonly Span<T> ColorsAs<T>() where T : unmanaged
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{
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return new Span<T>(Colors, 4 * VertexCount * sizeof(byte) / sizeof(T));
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}
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/// <summary>
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/// Access <see cref="Indices"/>
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/// </summary>
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public readonly Span<T> IndicesAs<T>() where T : unmanaged
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{
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return new Span<T>(Indices, 3 * TriangleCount * sizeof(ushort) / sizeof(T));
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}
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#endregion
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#region Animation vertex data
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/// <summary>
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/// Animated vertex positions (after bones transformations)
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/// </summary>
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public float* AnimVertices = default;
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/// <summary>
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/// Animated normals (after bones transformations)
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/// </summary>
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public float* AnimNormals = default;
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/// <summary>
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/// Vertex bone ids, up to 4 bones influence by vertex (skinning)
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/// </summary>
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public byte* BoneIds = default;
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/// <summary>
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/// Vertex bone weight, up to 4 bones influence by vertex (skinning)
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/// </summary>
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public float* BoneWeights = default;
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/// <summary>
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/// Bones animated transformation matrices
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/// </summary>
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public Matrix4x4* BoneMatrices = default;
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/// <summary>
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/// Number of bones
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/// </summary>
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public int BoneCount;
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#endregion
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#region OpenGL identifiers
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/// <summary>
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/// OpenGL Vertex Array Object id
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/// </summary>
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public uint VaoId = default;
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/// <summary>
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/// OpenGL Vertex Buffer Objects id (default vertex data, uint[])
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/// </summary>
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public uint* VboId = default;
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/// <summary>
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/// Default <see cref="VboId"/> index for <see cref="Vertices"/>
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/// </summary>
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public const int VboIdIndexVertices = 0;
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/// <summary>
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/// Default <see cref="VboId"/> index for <see cref="TexCoords"/>
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/// </summary>
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public const int VboIdIndexTexCoords = 1;
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/// <summary>
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/// Default <see cref="VboId"/> index for <see cref="Normals"/>
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/// </summary>
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public const int VboIdIndexNormals = 2;
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/// <summary>
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/// Default <see cref="VboId"/> index for <see cref="Colors"/>
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/// </summary>
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public const int VboIdIndexColors = 3;
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/// <summary>
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/// Default <see cref="VboId"/> index for <see cref="Tangents"/>
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/// </summary>
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public const int VboIdIndexTangents = 4;
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/// <summary>
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/// Default <see cref="VboId"/> index for <see cref="TexCoords2"/>
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/// </summary>
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public const int VboIdIndexTexCoords2 = 5;
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/// <summary>
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/// Default <see cref="VboId"/> index for <see cref="Indices"/>
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/// </summary>
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public const int VboIdIndexIndices = 6;
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#endregion
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}
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