Add Nahida model import and preview pipeline

This commit is contained in:
2026-04-11 20:16:49 +08:00
parent 8f71f99de4
commit 030230eb1f
87 changed files with 7245 additions and 117 deletions

View File

@@ -6,6 +6,7 @@ set(MODEL_TEST_SOURCES
test_model.cpp
test_model_loader.cpp
test_model_import_pipeline.cpp
test_model_scene_instantiation.cpp
)
add_executable(model_tests ${MODEL_TEST_SOURCES})

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@@ -1,6 +1,7 @@
#include <gtest/gtest.h>
#include <XCEngine/Core/Asset/AssetDatabase.h>
#include <XCEngine/Core/Asset/ArtifactContainer.h>
#include <XCEngine/Core/Asset/ResourceManager.h>
#include <XCEngine/Resources/Mesh/Mesh.h>
#include <XCEngine/Resources/Mesh/MeshLoader.h>
@@ -85,11 +86,24 @@ TEST(ModelImportPipeline, AssetDatabaseImportsObjAsModelArtifact) {
AssetDatabase::ResolvedAsset resolvedAsset;
ASSERT_TRUE(database.EnsureArtifact("Assets/textured_triangle.obj", ResourceType::Model, resolvedAsset));
ASSERT_TRUE(resolvedAsset.artifactReady);
EXPECT_EQ(fs::path(resolvedAsset.artifactMainPath.CStr()).filename().string(), "main.xcmodel");
EXPECT_EQ(fs::path(resolvedAsset.artifactMainPath.CStr()).extension().string(), ".xcmodel");
EXPECT_TRUE(fs::exists(resolvedAsset.artifactMainPath.CStr()));
EXPECT_TRUE(fs::exists(fs::path(resolvedAsset.artifactDirectory.CStr()) / "mesh_0.xcmesh"));
EXPECT_TRUE(fs::exists(fs::path(resolvedAsset.artifactDirectory.CStr()) / "material_0.xcmat"));
EXPECT_TRUE(fs::exists(fs::path(resolvedAsset.artifactDirectory.CStr()) / "texture_0.xctex"));
XCEngine::Containers::Array<XCEngine::Core::uint8> payload;
EXPECT_TRUE(ReadArtifactContainerEntryPayload(
resolvedAsset.artifactMainPath,
"mesh_0.xcmesh",
ResourceType::Mesh,
payload));
EXPECT_TRUE(ReadArtifactContainerEntryPayload(
resolvedAsset.artifactMainPath,
"material_0.xcmat",
ResourceType::Material,
payload));
EXPECT_TRUE(ReadArtifactContainerEntryPayload(
resolvedAsset.artifactMainPath,
"texture_0.xctex",
ResourceType::Texture,
payload));
ModelLoader modelLoader;
const LoadResult modelResult = modelLoader.Load(resolvedAsset.artifactMainPath);
@@ -109,7 +123,8 @@ TEST(ModelImportPipeline, AssetDatabaseImportsObjAsModelArtifact) {
MeshLoader meshLoader;
const LoadResult meshResult =
meshLoader.Load((fs::path(resolvedAsset.artifactDirectory.CStr()) / "mesh_0.xcmesh").string().c_str());
meshLoader.Load(
BuildArtifactContainerEntryPath(resolvedAsset.artifactMainPath, "mesh_0.xcmesh"));
ASSERT_TRUE(meshResult);
ASSERT_NE(meshResult.resource, nullptr);
@@ -182,4 +197,64 @@ TEST(ModelImportPipeline, ResourceManagerLoadsModelFromProjectAsset) {
fs::remove_all(projectRoot);
}
TEST(ModelImportPipeline, ProjectNahidaSampleArtifactPreservesFallbackUv1Semantic) {
namespace fs = std::filesystem;
const fs::path repositoryRoot = GetRepositoryRoot();
const fs::path projectRoot = repositoryRoot / "project";
const fs::path nahidaModelPath =
projectRoot / "Assets" / "Characters" / "Nahida" / "Model" / "Avatar_Loli_Catalyst_Nahida.fbx";
const fs::path assimpDllPath = repositoryRoot / "engine" / "third_party" / "assimp" / "bin" / "assimp-vc143-mt.dll";
if (!fs::exists(nahidaModelPath)) {
GTEST_SKIP() << "Nahida sample model is not available in the local project fixture.";
}
ASSERT_TRUE(fs::exists(assimpDllPath));
#ifdef _WIN32
AssimpDllGuard dllGuard;
dllGuard.module = LoadLibraryW(assimpDllPath.wstring().c_str());
ASSERT_NE(dllGuard.module, nullptr);
#endif
ResourceManager& manager = ResourceManager::Get();
manager.Initialize();
manager.SetResourceRoot(projectRoot.string().c_str());
AssetDatabase database;
database.Initialize(projectRoot.string().c_str());
AssetDatabase::ResolvedAsset resolvedAsset;
ASSERT_TRUE(database.EnsureArtifact(
"Assets/Characters/Nahida/Model/Avatar_Loli_Catalyst_Nahida.fbx",
ResourceType::Model,
resolvedAsset));
ASSERT_TRUE(resolvedAsset.artifactReady);
EXPECT_EQ(fs::path(resolvedAsset.artifactMainPath.CStr()).extension().string(), ".xcmodel");
MeshLoader meshLoader;
const LoadResult meshResult =
meshLoader.Load(BuildArtifactContainerEntryPath(resolvedAsset.artifactMainPath, "mesh_0.xcmesh"));
ASSERT_TRUE(meshResult);
ASSERT_NE(meshResult.resource, nullptr);
auto* mesh = static_cast<Mesh*>(meshResult.resource);
ASSERT_NE(mesh, nullptr);
EXPECT_TRUE(HasVertexAttribute(mesh->GetVertexAttributes(), VertexAttribute::UV0));
EXPECT_TRUE(HasVertexAttribute(mesh->GetVertexAttributes(), VertexAttribute::UV1));
EXPECT_TRUE(HasVertexAttribute(mesh->GetVertexAttributes(), VertexAttribute::Color));
const auto* vertices = static_cast<const StaticMeshVertex*>(mesh->GetVertexData());
ASSERT_NE(vertices, nullptr);
ASSERT_GT(mesh->GetVertexCount(), 0u);
EXPECT_FLOAT_EQ(vertices[0].uv0.x, vertices[0].uv1.x);
EXPECT_FLOAT_EQ(vertices[0].uv0.y, vertices[0].uv1.y);
delete mesh;
database.Shutdown();
manager.SetResourceRoot("");
manager.Shutdown();
}
} // namespace

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@@ -0,0 +1,173 @@
#include <gtest/gtest.h>
#include <XCEngine/Components/MeshFilterComponent.h>
#include <XCEngine/Components/MeshRendererComponent.h>
#include <XCEngine/Core/Asset/AssetRef.h>
#include <XCEngine/Core/Asset/ResourceManager.h>
#include <XCEngine/Resources/Model/Model.h>
#include <XCEngine/Scene/ModelSceneInstantiation.h>
#include <XCEngine/Scene/Scene.h>
#include <filesystem>
#include <fstream>
#ifdef _WIN32
#ifndef NOMINMAX
#define NOMINMAX
#endif
#include <windows.h>
#endif
using namespace XCEngine;
using namespace XCEngine::Components;
using namespace XCEngine::Resources;
namespace {
std::filesystem::path GetRepositoryRoot() {
return std::filesystem::path(__FILE__).parent_path().parent_path().parent_path().parent_path();
}
std::string GetMeshFixturePath(const char* fileName) {
return (std::filesystem::path(XCENGINE_TEST_FIXTURES_DIR) / "Resources" / "Mesh" / fileName).string();
}
void CopyTexturedTriangleFixture(const std::filesystem::path& assetsDir) {
namespace fs = std::filesystem;
fs::copy_file(
GetMeshFixturePath("textured_triangle.obj"),
assetsDir / "textured_triangle.obj",
fs::copy_options::overwrite_existing);
fs::copy_file(
GetMeshFixturePath("textured_triangle.mtl"),
assetsDir / "textured_triangle.mtl",
fs::copy_options::overwrite_existing);
fs::copy_file(
GetMeshFixturePath("checker.bmp"),
assetsDir / "checker.bmp",
fs::copy_options::overwrite_existing);
}
#ifdef _WIN32
struct AssimpDllGuard {
HMODULE module = nullptr;
~AssimpDllGuard() {
if (module != nullptr) {
FreeLibrary(module);
}
}
};
#endif
TEST(ModelSceneInstantiation, BuildsHierarchyFromManualModelGraph) {
Scene scene("Instantiation Scene");
Model model;
IResource::ConstructParams params = {};
params.name = "ManualModel";
params.path = "Assets/manual_model.fbx";
params.guid = ResourceGUID::Generate(params.path);
model.Initialize(params);
ModelNode rootNode;
rootNode.name = "Root";
rootNode.parentIndex = -1;
rootNode.localPosition = Math::Vector3(1.0f, 2.0f, 3.0f);
ModelNode childNode;
childNode.name = "Child";
childNode.parentIndex = 0;
childNode.localPosition = Math::Vector3(4.0f, 5.0f, 6.0f);
childNode.localScale = Math::Vector3(2.0f, 2.0f, 2.0f);
model.AddNode(rootNode);
model.AddNode(childNode);
model.SetRootNodeIndex(0u);
ModelSceneInstantiationResult result;
Containers::String errorMessage;
ASSERT_TRUE(InstantiateModelHierarchy(scene, model, AssetRef(), nullptr, &result, &errorMessage))
<< errorMessage.CStr();
ASSERT_NE(result.rootObject, nullptr);
EXPECT_EQ(result.rootObject->GetName(), "Root");
ASSERT_EQ(result.nodeObjects.size(), 2u);
ASSERT_NE(result.nodeObjects[1], nullptr);
EXPECT_EQ(result.nodeObjects[1]->GetParent(), result.rootObject);
EXPECT_EQ(result.rootObject->GetTransform()->GetLocalPosition(), Math::Vector3(1.0f, 2.0f, 3.0f));
EXPECT_EQ(result.nodeObjects[1]->GetTransform()->GetLocalPosition(), Math::Vector3(4.0f, 5.0f, 6.0f));
EXPECT_EQ(result.nodeObjects[1]->GetTransform()->GetLocalScale(), Math::Vector3(2.0f, 2.0f, 2.0f));
}
TEST(ModelSceneInstantiation, RestoresMeshAndMaterialSubAssetRefsFromImportedModel) {
namespace fs = std::filesystem;
const fs::path projectRoot = fs::temp_directory_path() / "xc_model_scene_instantiation";
const fs::path assetsDir = projectRoot / "Assets";
fs::remove_all(projectRoot);
fs::create_directories(assetsDir);
CopyTexturedTriangleFixture(assetsDir);
#ifdef _WIN32
AssimpDllGuard dllGuard;
const fs::path assimpDllPath = GetRepositoryRoot() / "engine" / "third_party" / "assimp" / "bin" / "assimp-vc143-mt.dll";
ASSERT_TRUE(fs::exists(assimpDllPath));
dllGuard.module = LoadLibraryW(assimpDllPath.wstring().c_str());
ASSERT_NE(dllGuard.module, nullptr);
#endif
ResourceManager& manager = ResourceManager::Get();
manager.Initialize();
manager.SetResourceRoot(projectRoot.string().c_str());
const auto modelHandle = manager.Load<Model>("Assets/textured_triangle.obj");
ASSERT_TRUE(modelHandle.IsValid());
AssetRef modelAssetRef;
ASSERT_TRUE(manager.TryGetAssetRef("Assets/textured_triangle.obj", ResourceType::Model, modelAssetRef));
Scene scene("Instantiation Scene");
ModelSceneInstantiationResult result;
Containers::String errorMessage;
ASSERT_TRUE(InstantiateModelHierarchy(scene, *modelHandle, modelAssetRef, nullptr, &result, &errorMessage))
<< errorMessage.CStr();
ASSERT_NE(result.rootObject, nullptr);
ASSERT_FALSE(result.meshObjects.empty());
auto* meshObject = result.meshObjects.front();
ASSERT_NE(meshObject, nullptr);
auto* meshFilter = meshObject->GetComponent<MeshFilterComponent>();
auto* meshRenderer = meshObject->GetComponent<MeshRendererComponent>();
ASSERT_NE(meshFilter, nullptr);
ASSERT_NE(meshRenderer, nullptr);
ASSERT_NE(meshFilter->GetMesh(), nullptr);
ASSERT_EQ(meshRenderer->GetMaterialCount(), 1u);
ASSERT_NE(meshRenderer->GetMaterial(0), nullptr);
const AssetRef& meshRef = meshFilter->GetMeshAssetRef();
EXPECT_TRUE(meshRef.IsValid());
EXPECT_EQ(meshRef.assetGuid, modelAssetRef.assetGuid);
EXPECT_EQ(meshRef.localID, modelHandle->GetMeshBindings()[0].meshLocalID);
EXPECT_EQ(meshRef.resourceType, ResourceType::Mesh);
ASSERT_EQ(meshRenderer->GetMaterialAssetRefs().size(), 1u);
const AssetRef& materialRef = meshRenderer->GetMaterialAssetRefs()[0];
EXPECT_TRUE(materialRef.IsValid());
EXPECT_EQ(materialRef.assetGuid, modelAssetRef.assetGuid);
EXPECT_EQ(materialRef.localID, modelHandle->GetMaterialBindings()[0].materialLocalID);
EXPECT_EQ(materialRef.resourceType, ResourceType::Material);
const std::string serializedScene = scene.SerializeToString();
EXPECT_NE(serializedScene.find("meshRef="), std::string::npos);
EXPECT_EQ(serializedScene.find("meshRef=;"), std::string::npos);
EXPECT_NE(serializedScene.find("materialRefs="), std::string::npos);
EXPECT_EQ(serializedScene.find("materialRefs=;"), std::string::npos);
manager.SetResourceRoot("");
manager.Shutdown();
fs::remove_all(projectRoot);
}
} // namespace