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
This commit is contained in:
2026-10-04 02:31:30 +08:00
parent 2577809ee4
commit 175ce35def
6 changed files with 97 additions and 9 deletions
@@ -117,6 +117,17 @@ namespace Engine
return (e.generation == h.generation && e.alive) ? e.path : kEmpty;
}
// 按路径查活资产(未加载/已卸载返回 nullptr;不触发加载、
// 不对坏句柄 FATAL)——面板展示用
T* Find(const std::string& path) const
{
auto it = m_ByPath.find(path);
if (it == m_ByPath.end()) return nullptr;
const Entry& e = m_Entries[it->second.index];
return (e.alive && e.generation == it->second.generation)
? e.asset.get() : nullptr;
}
u32 Count() const
{
return static_cast<u32>(m_Entries.size()) - static_cast<u32>(m_Free.size());
@@ -160,6 +171,12 @@ namespace Engine
ModelRef LoadModel(const std::string& path, ParsedModel&& parsed);
Model* GetModel(ModelRef h) const { return m_Models.Get(h); }
void UnloadModel(ModelRef h) { m_Models.Unload(h); }
// 按路径查已加载的模型(未加载返回 null,不触发加载)——
// 面板 hover 信息卡用
Model* GetModelByPath(const std::string& path) const
{
return m_Models.Find(path);
}
// ---- 外部动画并入(UE AnimSequence 归属 Skeleton 的简化版)----
// 把动画容器文件(无网格 FBX/GLB 等)里的 clip 按骨骼节点名
+4 -1
View File
@@ -99,7 +99,10 @@ namespace Engine
std::vector<ModelNode> nodes;
std::vector<ModelBone> bones;
std::vector<AnimationClip> clips;
bool Valid() const { return !meshes.empty(); }
// 解析有效性:mesh 与 clip 至少其一非空。纯动画 FBX(无网格只有
// 骨骼动画,UE 的 Animation Sequence 资产同理)是合法资产——
// 过去只认 meshes 导致动画源文件在缓存层被整体拒载
bool Valid() const { return !meshes.empty() || !clips.empty(); }
};
class Model