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