Refactor mesh asset handling and memory allocation

- Unified FBX/OBJ logic into MeshAssetHandler and moved mesh node classes to MeshNode.cs
- Updated IAssetHandler to use CreateDefaultSettings(string ext)
- Made MeshAsset the abstract base, removed FBXAsset
- Switched mesh import/processing to use memory pools and explicit AllocationHandle
- Standardized manifest serialization options
- Improved error handling and normalized project paths
- Updated tests, project files, and AssetReference struct
This commit is contained in:
2026-05-05 21:12:15 +09:00
parent 5de480e231
commit 744b058e6a
15 changed files with 355 additions and 285 deletions

View File

@@ -65,9 +65,9 @@ public class MeshAssetHandlerTests
var parentGuid = Guid.NewGuid();
var targetPath = ImportCoordinator.GetImportedAssetPath(parentGuid);
var handler = new FBXAssetHandler();
var handler = new MeshAssetHandler();
var result = await handler.ImportWithSubAssetsAsync(sourcePath, targetPath, parentGuid, new ObjAssetSettings(), TestContext.CancellationToken);
var result = await handler.ImportAsync(sourcePath, targetPath, parentGuid, new ObjAssetSettings(), TestContext.CancellationToken);
if (result.IsFailure && result.Message?.Contains("Unable to load DLL", StringComparison.OrdinalIgnoreCase) == true)
{