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