feat: fix scene loading that it loads from disk if not already loaded

This commit is contained in:
2026-08-11 01:52:14 +02:00
parent f298c7ada5
commit 662940793e
20 changed files with 964 additions and 434 deletions
+76
View File
@@ -0,0 +1,76 @@
#include <destrum/Assets/AssetManager.h>
#include <stdexcept>
#include <destrum/FS/AssetFS.h>
namespace {
std::string ToReference(std::string_view reference) {
if (reference.empty()) {
throw std::invalid_argument("Asset reference cannot be empty");
}
return std::string{reference};
}
}
std::filesystem::path AssetManager::Resolve(std::string_view reference) const {
const std::string value = ToReference(reference);
if (value.find("://") != std::string::npos) {
return AssetFS::GetInstance().GetFullPath(value);
}
const std::filesystem::path path{value};
if (path.is_absolute()) {
return path;
}
throw std::invalid_argument(
"Non-virtual asset references must be absolute: " + value);
}
ModelDoc::ModelAsset AssetManager::LoadModel(
std::string_view reference,
const ModelDoc::LoadOptions& options) const
{
const std::string sourceReference = ToReference(reference);
ModelDoc::ModelAsset model = ModelDoc::LoadModel(
Resolve(sourceReference).generic_string(),
options);
model.sourcePath = sourceReference;
model.skeleton.assetReference.path = sourceReference;
for (std::size_t index = 0; index < model.primitives.size(); ++index) {
auto& primitive = model.primitives[index];
primitive.mesh.assetReference.path = sourceReference;
primitive.mesh.assetReference.subresource = primitive.sourceMeshIndex != ModelDoc::InvalidIndex
? "mesh:" + std::to_string(primitive.sourceMeshIndex)
: "primitive:" + std::to_string(index);
}
for (std::size_t index = 0; index < model.materials.size(); ++index) {
auto& material = model.materials[index];
material.assetReference.path = sourceReference;
material.assetReference.subresource = "material:" + std::to_string(index);
}
for (std::size_t index = 0; index < model.animations.size(); ++index) {
auto& animation = model.animations[index];
animation.assetReference.path = sourceReference;
animation.assetReference.subresource = "animation:" + std::to_string(index);
}
return model;
}
std::vector<SkeletalAnimation> AssetManager::LoadAnimationClips(
std::string_view reference,
const Skeleton& targetSkeleton) const
{
const std::string sourceReference = ToReference(reference);
auto clips = ModelDoc::LoadAnimationClips(
Resolve(sourceReference).generic_string(),
targetSkeleton);
for (std::size_t index = 0; index < clips.size(); ++index) {
auto& clip = clips[index];
clip.assetReference.path = sourceReference;
clip.assetReference.subresource = "animation:" + std::to_string(index);
}
return clips;
}