2.3 KiB
2.3 KiB
ClusterLOD C# Translation — Work Summary
✅ Completed Work
I've successfully translated the C++ clusterlod library to C# using your GhostEngine infrastructure:
Files Created
- ClodConfig.cs — Configuration struct with fields (
camelCase) and properties (PascalCase) - ClodMesh.cs — Unsafe mesh data structure (pointers for high-performance access)
- ClodBounds.cs — Bounds representation with center, radius, and error
- ClodBuilder.cs — Main API entry point with full
clodBuildimplementation - ClodInternal.cs — Clusterization using
meshopt_buildMeshlets*bindings - ClodInternal_Partition.cs — Spatial partitioning via
meshopt_partitionClusters - ClodInternal_Boundary.cs — Boundary locking to prevent mesh seams
- ClodBoundsHelper.cs — Bounds computation and merging
- ClodSimplify.cs — Full simplification pipeline (permissive + sloppy fallbacks)
- AGENT_GUIDELINES.md — Your naming conventions and architecture guide
Features Implemented
✅ High-performance memory via UnsafeList<T> from Misaki.HighPerformance
✅ Full cluster LOD hierarchy generation
✅ Attribute-aware simplification
✅ Error monotonicity tracking
✅ Boundary preservation across simplification
✅ Proper allocator handling and cleanup
✅ Edge-length error limiting
✅ Fallback simplification (permissive & sloppy modes)
✅ C# naming conventions (fields camelCase, props PascalCase, consts UPPER_SNAKE_CASE)
Changes to Native Bindings
- Renamed
NvttApi→MeshOptApiinmeshopt.jsonconfig - Re-ran code generator to produce
MeshOptApi.nativegen.csand mesh-related wrapper files
Local Commits
301a6d1 feat: translate clusterlod to C# and restructure to Ghost.Graphics.Meshlet
📤 Next Steps (You)
The commit is ready locally. To push and create a PR:
cd projects/GhostEngine
git push origin develop
Then create a PR from Julian/GhostEngine:develop → Misaki/GhostEngine:develop.
🎯 What's Ready for Testing
- Full clusterization pipeline
- Spatial/flex meshlet building
- Simplification with all fallback modes
- Bounds computation and hierarchy tracking
- Ready to integrate with your graphics pipeline
Let me know if you'd like me to refine anything or add documentation!