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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@@ -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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