fix: animation-only FBX assets loadable; clip data viewer
Pure-animation FBX (no meshes, skeleton clips only) was rejected at the cache layer: ParsedModel::Valid() required non-empty meshes, so Model::FromParsed/LoadModel returned null and the asset never made it into the cache. Animation assets are now first-class: - ParsedModel::Valid() = meshes or clips non-empty; parse failures (both empty) still rejected. Empty-mesh consumers already guarded (rendering skips empty mesh loop, mesh collider falls back to Box) - ParseFromDisk: fix null-deref when assimp returns a null scene - AssetCache::Find(path) + AssetManager::GetModelByPath for panels - Asset Browser hover card shows meshes/bones/clips for loaded models - Inspector model line flags "animation-only" when meshes == 0 - Animation section: collapsible clip data table (name/duration/ channel count) to verify bone-name matching of attached clips
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@@ -117,6 +117,17 @@ namespace Engine
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return (e.generation == h.generation && e.alive) ? e.path : kEmpty;
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}
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// 按路径查活资产(未加载/已卸载返回 nullptr;不触发加载、
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// 不对坏句柄 FATAL)——面板展示用
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T* Find(const std::string& path) const
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{
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auto it = m_ByPath.find(path);
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if (it == m_ByPath.end()) return nullptr;
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const Entry& e = m_Entries[it->second.index];
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return (e.alive && e.generation == it->second.generation)
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? e.asset.get() : nullptr;
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}
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u32 Count() const
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{
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return static_cast<u32>(m_Entries.size()) - static_cast<u32>(m_Free.size());
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@@ -160,6 +171,12 @@ namespace Engine
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ModelRef LoadModel(const std::string& path, ParsedModel&& parsed);
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Model* GetModel(ModelRef h) const { return m_Models.Get(h); }
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void UnloadModel(ModelRef h) { m_Models.Unload(h); }
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// 按路径查已加载的模型(未加载返回 null,不触发加载)——
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// 面板 hover 信息卡用
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Model* GetModelByPath(const std::string& path) const
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{
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return m_Models.Find(path);
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}
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// ---- 外部动画并入(UE AnimSequence 归属 Skeleton 的简化版)----
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// 把动画容器文件(无网格 FBX/GLB 等)里的 clip 按骨骼节点名
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@@ -99,7 +99,10 @@ namespace Engine
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std::vector<ModelNode> nodes;
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std::vector<ModelBone> bones;
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std::vector<AnimationClip> clips;
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bool Valid() const { return !meshes.empty(); }
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// 解析有效性:mesh 与 clip 至少其一非空。纯动画 FBX(无网格只有
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// 骨骼动画,UE 的 Animation Sequence 资产同理)是合法资产——
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// 过去只认 meshes 导致动画源文件在缓存层被整体拒载
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bool Valid() const { return !meshes.empty() || !clips.empty(); }
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};
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class Model
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@@ -140,8 +140,9 @@ namespace Engine::Assets {
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return res;
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}
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}
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// 纯 CPU 解析:动画容器只要 nodes + clips,不建 GPU 资产
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//(meshes 空的文件过不了 Model 构建,也不需要构建)
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// 纯 CPU 解析:动画容器只要 nodes + clips。不复用缓存里可能已
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// 预热的同名 Model——缓存实例的 clips nodeIdx 按它自己的 node 表
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// 编号,attach 需要按目标模型的 node 表重映射,必须独立解析
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ParsedModel src = Model::ParseFromDisk(animPath);
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if (src.clips.empty()) {
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ENGINE_WARN("AttachAnimationClips: no clips in '{}'", animPath);
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@@ -194,7 +194,8 @@ ParsedModel Model::ParseFromDisk(const std::string& path)
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aiProcess_LimitBoneWeights); // 每顶点限 4 权重(= 顶点格式 boneIds 容量)
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if (!scene || (scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE) || !scene->mRootNode) {
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if (!scene->mNumMeshes) {
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// scene 可能为 null(文件损坏/格式不支持),先判空再打印资产清单
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if (scene != nullptr) {
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ENGINE_WARN("Assimp warn: model dose not have mesh assets\nmodel has following asset:");
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ENGINE_WARN("\tMeshes Count: {}", scene->mNumMeshes);
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@@ -204,10 +205,9 @@ ParsedModel Model::ParseFromDisk(const std::string& path)
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ENGINE_WARN("\tMaterials Count: {}", scene->mNumMaterials);
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ENGINE_WARN("\tSkeletons Count: {}", scene->mNumSkeletons);
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ENGINE_WARN("\tTextures Count: {}", scene->mNumTextures);
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}
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ENGINE_ERROR("Assimp error: {}", importer.GetErrorString());
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return out; // meshes 空 = 无效
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return out; // meshes/clips 空 = 无效
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}
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// 骨骼动画三件套:node 表(global 累乘骨架)→ 动画轨道 → 骨骼注册
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