feat: add basic format for models

This commit is contained in:
2026-10-11 11:07:43 +02:00
parent 170af2a4e9
commit fa98bf08e8
9 changed files with 739 additions and 42 deletions
+187
View File
@@ -8,6 +8,7 @@
#include <destrum/Event.h>
#include <destrum/Assets/AssetReference.h>
#include <destrum/Assets/ModelFile.h>
#include <destrum/FS/AssetFS.h>
#include <destrum/ObjectModel/Component.h>
#include <destrum/ObjectModel/GameObject.h>
@@ -485,6 +486,189 @@ namespace {
"LightComponent range must stay positive");
}
ModelDoc::ModelAsset makeTestModelAsset()
{
Skeleton skeleton;
skeleton.assetReference = {.path = "engine://character.fbx", .subresource = "skeleton"};
skeleton.hierarchy = {{.id = 0, .children = {1}}, {.id = 1, .children = {}}};
skeleton.inverseBindMatrices = {glm::mat4{1.0f}, glm::mat4{2.0f}};
skeleton.joints = {
{.id = 0, .localTranslation = glm::vec3{0.0f, 1.0f, 0.0f}},
{.id = 1, .localScale = glm::vec3{2.0f}},
};
skeleton.jointNames = {"root", "spine"};
buildParentIndex(skeleton);
CPUMesh mesh;
mesh.indices = {0, 1, 2};
mesh.vertices = {
{.position = glm::vec3{0.0f}, .uv_x = 0.25f, .normal = glm::vec3{0.0f, 1.0f, 0.0f}},
{.position = glm::vec3{1.0f, 0.0f, 0.0f}, .tangent = glm::vec4{1.0f, 0.0f, 0.0f, -1.0f}},
{.position = glm::vec3{0.0f, 0.0f, 1.0f}, .uv_y = 0.75f},
};
mesh.skinningData = {
{.jointIds = glm::uvec4{0, 1, 0, 0}, .weights = glm::vec4{0.5f, 0.5f, 0.0f, 0.0f}},
{.jointIds = glm::uvec4{1, 0, 0, 0}, .weights = glm::vec4{1.0f, 0.0f, 0.0f, 0.0f}},
{.jointIds = glm::uvec4{0, 0, 0, 0}, .weights = glm::vec4{1.0f, 0.0f, 0.0f, 0.0f}},
};
mesh.name = "body";
mesh.assetReference = {.path = "engine://character.fbx", .subresource = "mesh:0"};
mesh.minPos = glm::vec3{0.0f};
mesh.maxPos = glm::vec3{1.0f};
mesh.skeleton = skeleton;
ModelDoc::MeshPrimitive primitive;
primitive.mesh = mesh;
primitive.materialIndex = 0;
primitive.nodeName = "Body";
primitive.sourceMeshIndex = 3;
primitive.skinned = true;
primitive.nodeWorldTransform = glm::mat4{3.0f};
ModelDoc::MaterialInfo material;
material.name = "skin";
material.assetReference = {.path = "engine://character.fbx", .subresource = "material:0"};
material.baseColor = glm::vec4{0.8f, 0.6f, 0.4f, 1.0f};
material.emissiveColor = glm::vec3{0.1f};
material.metallicFactor = 0.2f;
material.roughnessFactor = 0.9f;
material.opacity = 0.5f;
material.textures = {{
.semantic = ModelDoc::TextureSemantic::BaseColor,
.rawPath = "*0",
.path = "textures/skin.png",
.assimpType = aiTextureType_DIFFUSE,
.slot = 1,
.embedded = true,
}};
SkeletalAnimation animation;
animation.assetReference = {.path = "engine://character.fbx", .subresource = "animation:0"};
animation.tracks = {{
.jointIndex = 1,
.keyframes = {
{.time = 0.0f, .translation = glm::vec3{0.0f}, .rotation = glm::identity<glm::quat>(), .scale = glm::vec3{1.0f}},
{.time = 0.5f, .translation = glm::vec3{0.0f, 2.0f, 0.0f}, .rotation = glm::quat{0.0f, 1.0f, 0.0f, 0.0f}, .scale = glm::vec3{1.0f}},
},
}};
animation.duration = 0.5f;
animation.looped = false;
animation.name = "wave";
animation.startFrame = 4;
animation.events = {{2, {"footstep", "dust"}}};
ModelDoc::ModelAsset model;
model.sourcePath = "engine://character.fbx";
model.primitives = {primitive};
model.materials = {material};
model.skeleton = skeleton;
model.animations = {animation};
return model;
}
bool modelFileReadThrows(const std::vector<std::uint8_t>& bytes)
{
try {
(void)ModelFile::Read(bytes);
} catch (const std::exception&) {
return true;
}
return false;
}
void testModelFileRoundTrip()
{
const auto bytes = ModelFile::Write(makeTestModelAsset());
const auto loaded = ModelFile::Read(bytes);
check(ModelFile::Write(loaded) == bytes,
"a cooked model must write back to exactly the same bytes");
check(loaded.sourcePath == "engine://character.fbx",
"cooked models must keep their source path");
check(loaded.primitives.size() == 1, "cooked models must keep their primitives");
const auto& primitive = loaded.primitives.front();
check(primitive.nodeName == "Body" && primitive.sourceMeshIndex == 3 && primitive.skinned,
"cooked primitives must keep their import metadata");
check(primitive.mesh.indices == std::vector<std::uint32_t>{0, 1, 2},
"cooked meshes must keep their indices");
check(primitive.mesh.vertices.size() == 3 &&
primitive.mesh.vertices[0].uv_x == 0.25f &&
primitive.mesh.vertices[1].tangent.w == -1.0f,
"cooked meshes must keep their vertices");
check(primitive.mesh.skinningData[0].jointIds.y == 1 &&
primitive.mesh.skinningData[0].weights.x == 0.5f,
"cooked meshes must keep their skinning data");
check(primitive.mesh.skeleton.has_value() &&
primitive.mesh.skeleton->jointNames.size() == 2,
"cooked skinned meshes must keep their skeleton");
check(loaded.materials.size() == 1 && loaded.materials.front().opacity == 0.5f,
"cooked models must keep their materials");
const auto& texture = loaded.materials.front().textures.front();
check(texture.semantic == ModelDoc::TextureSemantic::BaseColor &&
texture.path == "textures/skin.png" &&
texture.assimpType == aiTextureType_DIFFUSE &&
texture.embedded,
"cooked materials must keep their textures");
check(loaded.skeleton.jointNames == std::vector<std::string>{"root", "spine"} &&
loaded.skeleton.parentIndex == std::vector<int>{-1, 0} &&
loaded.skeleton.joints[1].localScale == glm::vec3{2.0f},
"cooked models must keep their skeleton");
check(loaded.animations.size() == 1, "cooked models must keep their animations");
const auto& animation = loaded.animations.front();
check(animation.name == "wave" && !animation.looped && animation.startFrame == 4,
"cooked animations must keep their settings");
check(animation.tracks.front().keyframes[1].translation.y == 2.0f &&
animation.tracks.front().keyframes[1].rotation.x == 1.0f,
"cooked animations must keep their keyframes");
check(animation.events.at(2) == std::vector<std::string>{"footstep", "dust"},
"cooked animations must keep their events");
}
void testModelFileRejectsBadData()
{
const auto bytes = ModelFile::Write(makeTestModelAsset());
auto truncated = bytes;
truncated.resize(bytes.size() / 2);
check(modelFileReadThrows(truncated), "truncated cooked models must be rejected");
auto wrongMagic = bytes;
wrongMagic[0] = 'X';
check(modelFileReadThrows(wrongMagic), "files that aren't cooked models must be rejected");
auto wrongVersion = bytes;
wrongVersion[4] = static_cast<std::uint8_t>(wrongVersion[4] + 1);
check(modelFileReadThrows(wrongVersion), "cooked models from another version must be rejected");
auto trailingData = bytes;
trailingData.push_back(0);
check(modelFileReadThrows(trailingData), "cooked models with trailing data must be rejected");
}
void testModelFileFromImportedModel()
{
const auto source = std::filesystem::path{DESTRUM_ENGINE_ASSETS_SRC_DIR} / "sphere.fbx";
const auto imported = ModelDoc::LoadModel(source.generic_string());
const auto path = std::filesystem::temp_directory_path() / "destrum_model_test.dmodel";
ModelFile::WriteToFile(imported, path);
const auto loaded = ModelFile::ReadFromFile(path);
std::filesystem::remove(path);
check(!imported.primitives.empty(), "the test model must import with at least one primitive");
check(loaded.primitives.size() == imported.primitives.size() &&
loaded.primitives.front().mesh.vertices.size() == imported.primitives.front().mesh.vertices.size() &&
loaded.primitives.front().mesh.indices == imported.primitives.front().mesh.indices,
"an imported model must survive being cooked");
check(ModelFile::Write(loaded) == ModelFile::Write(imported),
"a cooked imported model must match the import exactly");
}
void testSimpleColorMaterial()
{
const auto material = Material::SimpleColor(
@@ -600,6 +784,9 @@ int main()
testSceneJoltSphereCollisions();
testAnimatorAssetReferences();
testLightComponentRoundTrip();
testModelFileRoundTrip();
testModelFileRejectsBadData();
testModelFileFromImportedModel();
testSimpleColorMaterial();
testAssetReferenceCacheKeys();
testTriggerZone();