fix: update BMap bindings
- send message in console if PyBMap fail to load native dynamic library. this is good for user experience. - remove snippet from BMap bindings generator. We now insert generated code manually. - fix C sharp code generation issue in BMap bidnings generator. - add some content for BMapSharp.
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@ -3,11 +3,21 @@
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<PropertyGroup>
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<TargetFramework>net8.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<PackageId>BMapSharp</PackageId>
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<Version>1.0.0</Version>
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<Authors>yyc12345</Authors>
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<Company>BearKidsTeam</Company>
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</PropertyGroup>
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<PropertyGroup Condition="$([System.OperatingSystem]::IsWindows())">
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<DefineConstants>BMAP_OS_WINDOWS</DefineConstants>
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</PropertyGroup>
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<PropertyGroup Condition="$([System.OperatingSystem]::IsLinux()) Or $([System.OperatingSystem]::IsFreeBSD())">
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<DefineConstants>BMAP_OS_LINUX</DefineConstants>
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</PropertyGroup>
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<PropertyGroup Condition="$([System.OperatingSystem]::IsMacOS())">
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<DefineConstants>BMAP_OS_MACOS</DefineConstants>
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</PropertyGroup>
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</Project>
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@ -1,6 +1,6 @@
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using System;
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namespace BMapSharp {
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namespace BMapSharp.BMapWrapper {
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@ -1,7 +1,103 @@
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using System;
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using System.Runtime.InteropServices;
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using System.Numerics;
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namespace BMapSharp {
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namespace BMapSharp.VirtoolsTypes {
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[StructLayout(LayoutKind.Sequential, Pack = 4, CharSet = CharSet.Ansi)]
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public struct VxVector2 {
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[MarshalAs(UnmanagedType.R4)]
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public float X;
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[MarshalAs(UnmanagedType.R4)]
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public float Y;
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public VxVector2(float _x = 0.0f, float _y = 0.0f) {
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this.X = _x;
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this.Y = _y;
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}
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public VxVector2(Vector2 vec) {
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this.FromManaged(vec);
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}
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public void FromManaged(Vector2 vec) {
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this.X = vec.X;
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this.Y = vec.Y;
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}
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public Vector2 ToManaged() {
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return new Vector2(this.X, this.Y);
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}
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}
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[StructLayout(LayoutKind.Sequential, Pack = 4, CharSet = CharSet.Ansi)]
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public struct VxVector3 {
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[MarshalAs(UnmanagedType.R4)]
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public float X;
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[MarshalAs(UnmanagedType.R4)]
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public float Y;
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[MarshalAs(UnmanagedType.R4)]
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public float Z;
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public VxVector3(float _x = 0.0f, float _y = 0.0f, float _z = 0.0f) {
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this.X = _x;
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this.Y = _y;
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this.Z = _z;
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}
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public VxVector3(Vector3 vec) {
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this.FromManaged(vec);
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}
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public void FromManaged(Vector3 vec) {
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this.X = vec.X;
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this.Y = vec.Y;
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this.Z = vec.Z;
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}
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public Vector3 ToManaged() {
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return new Vector3(this.X, this.Y, this.Z);
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}
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}
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[StructLayout(LayoutKind.Sequential, Pack = 4, CharSet = CharSet.Ansi)]
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public struct VxColor {
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[MarshalAs(UnmanagedType.R4)]
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public float A;
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[MarshalAs(UnmanagedType.R4)]
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public float R;
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[MarshalAs(UnmanagedType.R4)]
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public float G;
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[MarshalAs(UnmanagedType.R4)]
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public float B;
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}
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[StructLayout(LayoutKind.Sequential, Pack = 4, CharSet = CharSet.Ansi)]
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public struct VxVector4 {
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[MarshalAs(UnmanagedType.R4)]
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public float X;
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[MarshalAs(UnmanagedType.R4)]
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public float Y;
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[MarshalAs(UnmanagedType.R4)]
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public float Z;
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[MarshalAs(UnmanagedType.R4)]
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public float W;
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}
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[StructLayout(LayoutKind.Sequential, Pack = 4, CharSet = CharSet.Ansi)]
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public struct VxMatrix {
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public VxVector4 x;
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public VxVector4 y;
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public VxVector4 z;
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public VxVector4 w;
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}
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public struct CKFaceIndices {
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[MarshalAs(UnmanagedType.U4)]
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public uint I1;
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[MarshalAs(UnmanagedType.U4)]
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public uint I2;
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[MarshalAs(UnmanagedType.U4)]
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public uint I3;
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public CKFaceIndices(uint i1 = 0u, uint i2 = 0u, uint i3 = 0u) {
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this.I1 = i1;
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this.I2 = i2;
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this.I3 = i3;
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}
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}
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}
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