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