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