feat(bindings): update C# wrappers for meshopt, nvtt, ufbx

Refactor and regenerate native C# bindings for Ghost.MeshOptimizer, Ghost.Nvtt, and Ghost.Ufbx to match updated native APIs and improve usability.
- Replace meshoptimizer.dll with newer version.
- Move meshoptimizer functions to static methods in partial class; add new meshlet, simplification, quantization features.
- Remove enum wrappers in favor of constants; delete meshopt_Allocator.cs.
- Regenerate native wrappers with PascalCase naming, XML doc comments, and aggressive inlining.
- Implement IDisposable for resource structs; update configs for naming, documentation, and method mapping.
- Update user code to use new wrapper classes and method names.
- Improve documentation and comments for clarity.

BREAKING CHANGE: API surface changes, wrapper class and method names updated, enum wrappers removed, custom allocator deleted.
This commit is contained in:
2026-03-17 00:19:54 +09:00
parent 9bae3e647e
commit e831b71a79
62 changed files with 3820 additions and 1285 deletions

View File

@@ -2,22 +2,26 @@
// This file is generated by Ghost.NativeWrapperGen. Do not edit manually.
// </auto-generated>
using System.Runtime.CompilerServices;
namespace Ghost.Ufbx;
public unsafe partial struct ufbx_blend_deformer
{
// From: ufbx_get_blend_vertex_offset(ufbx_blend_deformer*, nuint)
public Misaki.HighPerformance.Mathematics.float3 get_blend_vertex_offset(nuint vertex)
/// <summary>
/// From: <see cref="Api.ufbx_get_blend_vertex_offset(ufbx_blend_deformer*, nuint)" />
/// </summary>
[System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)]
public Misaki.HighPerformance.Mathematics.float3 GetBlendVertexOffset(nuint vertex)
{
return Api.ufbx_get_blend_vertex_offset(
(ufbx_blend_deformer*)System.Runtime.CompilerServices.Unsafe.AsPointer(ref this),
vertex);
}
// From: ufbx_add_blend_vertex_offsets(ufbx_blend_deformer*, Misaki.HighPerformance.Mathematics.float3*, nuint, float)
public void add_blend_vertex_offsets(Misaki.HighPerformance.Mathematics.float3* vertices, nuint num_vertices, float weight)
/// <summary>
/// From: <see cref="Api.ufbx_add_blend_vertex_offsets(ufbx_blend_deformer*, Misaki.HighPerformance.Mathematics.float3*, nuint, float)" />
/// </summary>
[System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)]
public void AddBlendVertexOffsets(Misaki.HighPerformance.Mathematics.float3* vertices, nuint num_vertices, float weight)
{
Api.ufbx_add_blend_vertex_offsets(
(ufbx_blend_deformer*)System.Runtime.CompilerServices.Unsafe.AsPointer(ref this),