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eve::asset_import 命名空间参考

命名空间

namespace  detail
 
namespace  gltf
 
namespace  unity_detail
 

类

struct  AssetImportLimits
 Parser and allocation budgets applied to untrusted importer inputs. 更多...
 
struct  CanonicalScatterRule
 One deterministic terrain scatter rule, independent of source engine nodes. 更多...
 
struct  CanonicalTerrainDetailPrototype
 One source vegetation prototype shared by baked terrain instances. 更多...
 
struct  CanonicalTerrainInput
 Fully parsed source terrain ready for canonical archive construction. 更多...
 
struct  CanonicalTerrainInstance
 One baked instance in canonical right-handed metre coordinates. 更多...
 
struct  CanonicalTerrainLayer
 One canonical terrain material layer after source-engine mapping. 更多...
 
struct  GltfImportRequest
 Untrusted .gltf/.glb input plus explicitly supplied external URI bytes. 更多...
 
struct  ImageImportRequest
 Untrusted encoded image input and its explicit semantic settings. 更多...
 
struct  ImportFinding
 One auditable source-feature outcome emitted by an importer. 更多...
 
struct  ImportPackageIdentity
 Common stable package metadata supplied by an import transaction. 更多...
 
struct  ImportSourceMapping
 Stable source object to canonical asset identity mapping for reimport diagnostics. 更多...
 
struct  LegacyAnimationImportRequest
 Owning request for the non-production EVA 1 animation text fixture. 更多...
 
struct  PreparedAssetImport
 Owning, validated source archive candidate not yet published to disk/database. 更多...
 
struct  UnityExpandedPrefab
 Owning import-only expansion; original source bytes remain authoritative for archival. 更多...
 
struct  UnityProjectImportRequest
 In-memory Unity project slice; keys are normalized project-relative paths. 更多...
 
struct  UnitySourceAsset
 Immutable-by-convention owning source index entry; no borrowed source addresses. 更多...
 
struct  UnitySourceIndex
 Owning deterministic index sorted by path, plus missing-reference diagnostics. 更多...
 
struct  UnitySourceReference
 External serialized object identity. fileId is signed, as in Unity serialization. 更多...
 
struct  UnityVegetationAssetImportRequest
 Owning inputs for one atomically prepared Unity vegetation asset group. 更多...
 
struct  UnityVegetationBatchImportRequest
 Owning ordered set of independently converted vegetation objects published as one package. 更多...
 
struct  UnityVegetationConversionRequest
 Owning inputs for one complete Unity Material and TVE preset conversion transaction. 更多...
 
struct  UnrealProjectImportRequest
 Uncooked Unreal content slice plus a versioned data-only adapter descriptor. 更多...
 
struct  VegetationConversionCandidate
 Owning unpublished material, mesh and texture candidate mutated transactionally by preset commands. 更多...
 
struct  VegetationConversionResult
 Complete detached output of one vegetation preset conversion transaction. 更多...
 
struct  VegetationPresetCommand
 One evaluated TVE conversion command in source execution order. 更多...
 
struct  VegetationPresetContext
 Immutable source facts used by TVE preset predicates. 更多...
 
struct  VegetationPresetImage
 Owning linear RGBA8 source or packed texture used by preset conversion. 更多...
 
struct  VegetationTextureChannelRecipe
 One channel instruction in a TVE packed-texture recipe. 更多...
 
struct  VegetationTexturePackRecipe
 One ordered texture packing recipe produced by preset execution. 更多...
 

类型定义

using UnitySourceFiles = std::map< std::string, std::vector< std::uint8_t > >
 Owning project-relative source bytes, including the original .meta files.
 

枚举

enum class  ImageColorSpace : std::uint8_t { Srgb , Linear }
 Explicit source color semantics; importers never infer platform defaults. 更多...
 
enum class  GltfImportMode : std::uint8_t { Permissive , Strict }
 Strict rejects invalid material factors; permissive clamps finite factors with warnings. 更多...
 
enum class  ImportDisposition : std::uint8_t { Translated , Baked , PreservedSource , Unsupported }
 Import disposition required for every encountered source feature. 更多...
 
enum class  ImportSeverity : std::uint8_t { Info , Warning }
 Severity of an importer finding, independent of its conversion disposition. 更多...
 
enum class  UnitySourceKind : std::uint8_t {
  Folder , Prefab , Scene , Model ,
  Material , Image , Animation , Audio ,
  Font , Shader , Script , Data ,
  Other
}
 Source category; classification does not imply runtime conversion support. 更多...
 
enum class  VegetationMeshOutputMode : std::uint8_t { Off , Default , Custom }
 TVE mesh publication mode selected by OutputMeshes. 更多...
 
enum class  VegetationMaterialOutputMode : std::uint8_t { Off , Default }
 TVE material publication mode selected by OutputMaterials. 更多...
 
enum class  VegetationTextureOutputEncoding : std::uint8_t { Png , Tga , Exr , UnityAsset }
 Requested source encoding for converted texture publication. 更多...
 
enum class  VegetationTransformOutputMode : std::uint8_t { KeepOriginal , TransformToWorldSpace }
 Transform policy selected for converted mesh publication. 更多...
 

函数

EVENGINE_API_PLATFORM Result< PreparedAssetImport > prepareImageImport (const ImageImportRequest &request)
 Decode image metadata and prepare one canonical eve.image source asset.
 
EVENGINE_API_PLATFORM Result< PreparedAssetImport > prepareGltfImport (const GltfImportRequest &request)
 Decode triangle primitives from glTF 2.0 into canonical typed mesh blobs.
 
Result< PreparedAssetImport > prepareLegacyAnimationImport (const LegacyAnimationImportRequest &request)
 Convert a legacy text fixture into canonical skeleton and animation-clip assets.
 
Result< PreparedAssetImport > prepareShaderImport (const ImportPackageIdentity &package, std::string_view json)
 Prepare a canonical shader definition for the existing atomic .eva publisher.
 
Result< PreparedAssetImport > prepareCanonicalTerrainImport (const ImportPackageIdentity &package, const CanonicalTerrainInput &terrain, std::string_view importer, const AssetImportLimits &limits={})
 Build eve.terrain, terrain material, PCG and instance assets from canonical input.
 
Result< PreparedAssetImport > prepareUnityCollection (const UnityProjectImportRequest &request, const UnitySourceIndex &index)
 Prepare an owning collection candidate using a validated source index.
 
Result< PreparedAssetImport > prepareUnityFbx (const UnityProjectImportRequest &request, const UnitySourceAsset &source)
 Convert a static FBX with explicit Unity importer settings and hashed subasset identities.
 
Result< PreparedAssetImport > prepareUnityPrefab (const UnityProjectImportRequest &request, const std::string &path)
 Prepare one prefab without copying or re-indexing the source collection.
 
Result< PreparedAssetImport > prepareUnityProjectImport (const UnityProjectImportRequest &request)
 Import selected Unity assets, or discover a collection when both selectors are empty.
 
Result< PreparedAssetImport > prepareUnityNativeMesh (const UnityProjectImportRequest &, const UnitySourceAsset &)
 Decode a bounded static Unity text Mesh into owning canonical submesh candidates.
 
Result< PreparedAssetImport > prepareUnityNativeTexture (const UnityProjectImportRequest &, const UnitySourceAsset &)
 Convert embedded BC3 text Texture2D to an owning image candidate.
 
Result< PreparedAssetImport > prepareUnityNativeVolumeTexture (const UnityProjectImportRequest &, const UnitySourceAsset &)
 Convert embedded linear R8 Unity Texture3D to an owning canonical volume candidate.
 
Result< UnitySourceFiles > readUnityPackage (std::span< const std::uint8_t > bytes, const AssetImportLimits &limits={})
 Decode a gzip/tar .unitypackage into project-relative source bytes without extraction.
 
Result< UnityExpandedPrefab > expandUnityPrefab (const UnityProjectImportRequest &, const UnitySourceIndex &, const UnitySourceAsset &)
 Resolve bounded nested prefab references into an unpublished owning text candidate.
 
Result< PreparedAssetImport > prepareUnityMaterial (const UnityProjectImportRequest &request, const UnitySourceAsset &source)
 Dispatch built-in Standard and admitted vegetation materials to canonical PBR data.
 
Result< void > bindUnityRenderers (const UnityProjectImportRequest &request, const UnitySourceIndex &index, PreparedAssetImport &output)
 Resolve renderer references after all collection assets are prepared; unpublished candidate only.
 
Result< UnitySourceIndex > indexUnitySources (const UnitySourceFiles &files, const AssetImportLimits &limits={})
 Validate project paths and .meta identities and index serialized GUID/fileID references.
 
Result< PreparedAssetImport > prepareUnitySpriteAnimation (const UnityProjectImportRequest &request, const UnitySourceAsset &source)
 Convert an explicit SpriteRenderer timeline and referenced metadata into an owning canonical candidate.
 
Result< PreparedAssetImport > prepareUnityVegetationMaterial (const UnityProjectImportRequest &request, const UnitySourceAsset &source)
 Convert admitted TVE primary material data; remaining source features are reported explicitly.
 
EVENGINE_API_PLATFORM Result< PreparedAssetImport > prepareUnityVegetationPreset (const UnityProjectImportRequest &request, const UnitySourceAsset &source)
 Parse one TVE conversion preset into a bounded versioned command tree.
 
Result< PreparedAssetImport > prepareUnityVegetationScene (const UnityProjectImportRequest &request, const UnitySourceAsset &source)
 Convert a complete TVE manager component set from one Unity scene.
 
Result< PreparedAssetImport > prepareUnrealM4Import (const UnrealProjectImportRequest &request)
 Import an M⁴-style Landscape/material/grass slice without launching Unreal.
 
Result< PreparedAssetImport > prepareUnityVegetationConversionImport (const UnityVegetationAssetImportRequest &request)
 Convert and prepare one material, its packed images, and optional mesh as a single EVA candidate.
 
Result< PreparedAssetImport > prepareUnityVegetationConversionBatch (const UnityVegetationBatchImportRequest &request)
 Prepare several vegetation objects as one all-or-nothing EVA candidate.
 
Result< std::vector< VegetationPresetCommand > > evaluateVegetationPreset (const std::map< std::string, Value > &definitions, std::string_view root, const VegetationPresetContext &context)
 Decode, resolve and evaluate a library of canonical TVE preset definitions.
 
EVENGINE_API_PLATFORM Result< VegetationConversionCandidate > decodeUnityVegetationConversionCandidate (std::span< const std::uint8_t > yaml, std::string sourcePath, std::uint64_t maximumBytes=16ull *1024ull *1024ull)
 Decode Unity text Material saved properties into an owning vegetation conversion baseline.
 
EVENGINE_API_PLATFORM Result< std::vector< std::uint8_t > > encodeUnityVegetationConversionMaterial (const VegetationConversionCandidate &candidate, std::uint64_t maximumBytes=16ull *1024ull *1024ull)
 Encode an applied vegetation candidate as a detached Unity text Material for the canonical TVE importer.
 
EVENGINE_API_PLATFORM VegetationPresetContext makeVegetationPresetContext (const VegetationConversionCandidate &candidate, std::string shaderName, std::string materialName, std::string shaderPipeline, std::set< std::string > outputOptions={})
 Project one conversion baseline into immutable preset predicate facts.
 
EVENGINE_API_PLATFORM Result< VegetationConversionCandidate > applyVegetationPreset (VegetationConversionCandidate source, const std::vector< VegetationPresetCommand > &commands)
 Type-check and atomically apply an evaluated TVE command sequence.
 
EVENGINE_API_PLATFORM Result< std::map< std::string, VegetationPresetImage > > executeVegetationTexturePacks (const VegetationConversionCandidate &candidate, const std::map< std::string, VegetationPresetImage > &sources, std::uint64_t maximumPixels=16ull *1024ull *1024ull)
 Execute all texture recipes against detached RGBA8 source images.
 
EVENGINE_API_PLATFORM Result< std::map< std::string, VegetationPresetImage > > executeVegetationTexturePacks (const VegetationConversionCandidate &candidate, const std::map< std::string, VegetationPresetImage > &sources, const asset::CanonicalMeshData &mesh, std::uint64_t maximumPixels=16ull *1024ull *1024ull)
 Execute texture recipes with a canonical mesh for object/tangent normal-space transforms.
 
EVENGINE_API_PLATFORM Result< asset::CanonicalMeshData > executeVegetationMeshRules (const VegetationConversionCandidate &candidate, asset::CanonicalMeshData source, float variationSeed=1.f)
 Execute preset mask and coordinate rules into canonical TVE authoring streams.
 
EVENGINE_API_PLATFORM Result< asset::CanonicalMeshData > executeVegetationMeshRules (const VegetationConversionCandidate &candidate, asset::CanonicalMeshData source, const std::map< std::string, VegetationPresetImage > &textures, float variationSeed=1.f)
 Execute mesh rules with RGBA8 textures keyed by source material property.
 
EVENGINE_API_PLATFORM Result< VegetationConversionResult > executeVegetationConversion (VegetationConversionCandidate source, const std::vector< VegetationPresetCommand > &commands, std::optional< asset::CanonicalMeshData > mesh, const std::map< std::string, VegetationPresetImage > &textures, float variationSeed=1.f, const std::optional< std::array< float, 16 > > &sourceToWorld={}, const std::optional< std::array< float, 9 > > &sourceDirectionToWorld={})
 Apply commands and execute all available mesh and texture outputs as one transaction.
 
EVENGINE_API_PLATFORM Result< VegetationConversionResult > executeUnityVegetationConversion (const UnityVegetationConversionRequest &request)
 Decode a Unity Material, evaluate one TVE preset graph, and execute every output atomically.
 

类型定义说明

◆ UnitySourceFiles

using eve::asset_import::UnitySourceFiles = typedef std::map<std::string, std::vector<std::uint8_t> >

Owning project-relative source bytes, including the original .meta files.

在文件 UnitySource.h 第 12 行定义.

枚举类型说明

◆ GltfImportMode

enum class eve::asset_import::GltfImportMode : std::uint8_t
strong

Strict rejects invalid material factors; permissive clamps finite factors with warnings.

枚举值
Permissive 
Strict 

在文件 AssetImporter.h 第 51 行定义.

◆ ImageColorSpace

enum class eve::asset_import::ImageColorSpace : std::uint8_t
strong

Explicit source color semantics; importers never infer platform defaults.

枚举值
Srgb 
Linear 

在文件 AssetImporter.h 第 27 行定义.

◆ ImportDisposition

enum class eve::asset_import::ImportDisposition : std::uint8_t
strong

Import disposition required for every encountered source feature.

枚举值
Translated 
Baked 
PreservedSource 
Unsupported 

在文件 AssetImporter.h 第 64 行定义.

◆ ImportSeverity

enum class eve::asset_import::ImportSeverity : std::uint8_t
strong

Severity of an importer finding, independent of its conversion disposition.

枚举值
Info 
Warning 

在文件 AssetImporter.h 第 72 行定义.

◆ UnitySourceKind

enum class eve::asset_import::UnitySourceKind : std::uint8_t
strong

Source category; classification does not imply runtime conversion support.

枚举值
Folder 
Prefab 
Scene 
Model 
Material 
Image 
Animation 
Audio 
Font 
Shader 
Script 
Data 
Other 

在文件 UnitySource.h 第 15 行定义.

◆ VegetationMaterialOutputMode

enum class eve::asset_import::VegetationMaterialOutputMode : std::uint8_t
strong

TVE material publication mode selected by OutputMaterials.

枚举值
Off 
Default 

在文件 VegetationPreset.h 第 85 行定义.

◆ VegetationMeshOutputMode

enum class eve::asset_import::VegetationMeshOutputMode : std::uint8_t
strong

TVE mesh publication mode selected by OutputMeshes.

枚举值
Off 
Default 
Custom 

在文件 VegetationPreset.h 第 83 行定义.

◆ VegetationTextureOutputEncoding

enum class eve::asset_import::VegetationTextureOutputEncoding : std::uint8_t
strong

Requested source encoding for converted texture publication.

枚举值
Png 
Tga 
Exr 
UnityAsset 

在文件 VegetationPreset.h 第 87 行定义.

◆ VegetationTransformOutputMode

enum class eve::asset_import::VegetationTransformOutputMode : std::uint8_t
strong

Transform policy selected for converted mesh publication.

枚举值
KeepOriginal 
TransformToWorldSpace 

在文件 VegetationPreset.h 第 89 行定义.

函数说明

◆ applyVegetationPreset()

Result< VegetationConversionCandidate > eve::asset_import::applyVegetationPreset ( VegetationConversionCandidate  source,
const std::vector< VegetationPresetCommand > &  commands 
)

Type-check and atomically apply an evaluated TVE command sequence.

参数
sourceOwning baseline copied before mutation.
commandsEvaluated ordered commands borrowed for this call.
返回
Complete owning candidate, or a checked failure with the caller's baseline unchanged. @thread Worker-safe and reentrant; no callbacks, IO or shared mutation.

在文件 VegetationPresetApply.cpp 第 187 行定义.

引用了 channels, commands, eve::Diagnostic::error(), eve::Result< T >::failure(), found, eve::asset_import::VegetationConversionCandidate::meshRules, eve::asset_import::VegetationConversionCandidate::outputDirectives, eve::ParseError, eve::asset_import::VegetationConversionCandidate::shaderAliases, eve::Result< T >::success(), eve::asset_import::VegetationConversionCandidate::texturePacks, eve::asset_import::VegetationConversionCandidate::utilityModes , 以及 values.

被这些函数引用 executeVegetationConversion().

◆ bindUnityRenderers()

Result< void > eve::asset_import::bindUnityRenderers ( const UnityProjectImportRequest &  request,
const UnitySourceIndex &  index,
PreparedAssetImport &  out 
)

◆ decodeUnityVegetationConversionCandidate()

Result< VegetationConversionCandidate > eve::asset_import::decodeUnityVegetationConversionCandidate ( std::span< const std::uint8_t >  yaml,
std::string  sourcePath,
std::uint64_t  maximumBytes = 16ull * 1024ull * 1024ull 
)

Decode Unity text Material saved properties into an owning vegetation conversion baseline.

参数
yamlBorrowed UTF-8 Unity YAML observed only during this call.
sourcePathDiagnostic-only source path copied when a failure is produced.
maximumBytesInput budget checked before parsing or allocation.
返回
Complete detached material-property candidate or a checked syntax, duplicate, or budget failure. @thread Worker-safe and reentrant; no IO, callbacks, shared mutation, or retained pointers.

在文件 VegetationPresetSource.cpp 第 33 行定义.

引用了 eve::Diagnostic::error(), eve::Failed, eve::Result< T >::failure(), instancing, eve::InvalidArgument, line, lines, eve::asset_import::VegetationConversionCandidate::materialColors, eve::asset_import::VegetationConversionCandidate::materialFloats, eve::asset_import::VegetationConversionCandidate::materialInstancing, eve::asset_import::VegetationConversionCandidate::materialKeywords, eve::asset_import::VegetationConversionCandidate::materialShader, eve::asset_import::VegetationConversionCandidate::materialTextures, eve::asset_import::VegetationConversionCandidate::materialTextureTransforms, eve::asset_import::VegetationConversionCandidate::materialVectors, name, number, eve::ParseError, shader, sourcePath, eve::Result< T >::success(), text, eve::TypeMismatch , 以及 value.

被这些函数引用 executeUnityVegetationConversion().

◆ encodeUnityVegetationConversionMaterial()

Result< std::vector< std::uint8_t > > eve::asset_import::encodeUnityVegetationConversionMaterial ( const VegetationConversionCandidate &  candidate,
std::uint64_t  maximumBytes = 16ull * 1024ull * 1024ull 
)

Encode an applied vegetation candidate as a detached Unity text Material for the canonical TVE importer.

参数
candidateImmutable complete material candidate.
maximumBytesOutput budget checked before the encoded document escapes.
返回
Owning UTF-8 Unity YAML, or a checked unsupported, conflict, or budget failure. @thread Worker-safe and reentrant; no IO, callbacks, shared mutation, or retained pointers.
备注
This is the single bridge back into prepareUnityVegetationMaterial; only the four TVE 12.6 target shader families admitted by that importer are accepted.

在文件 VegetationPresetMaterial.cpp 第 46 行定义.

引用了 eve::Conflict, eve::Diagnostic::error(), eve::Failed, finite, found, eve::InvalidArgument, eve::asset_import::VegetationConversionCandidate::materialColors, eve::asset_import::VegetationConversionCandidate::materialFloats, eve::asset_import::VegetationConversionCandidate::materialInstancing, eve::asset_import::VegetationConversionCandidate::materialKeywords, eve::asset_import::VegetationConversionCandidate::materialShader, eve::asset_import::VegetationConversionCandidate::materialTextures, eve::asset_import::VegetationConversionCandidate::materialTextureTransforms, eve::asset_import::VegetationConversionCandidate::materialVectors, name, shader, text , 以及 value.

被这些函数引用 prepareUnityVegetationConversionImport().

◆ evaluateVegetationPreset()

EVENGINE_API_PLATFORM Result< std::vector< VegetationPresetCommand > > eve::asset_import::evaluateVegetationPreset ( const std::map< std::string, Value > &  definitions,
std::string_view  root,
const VegetationPresetContext &  context 
)

Decode, resolve and evaluate a library of canonical TVE preset definitions.

参数
definitionsMap from logical preset name to eve.vegetation-conversion-preset/1 JSON value. Include names use the source spelling after [INCLUDE] and are matched exactly.
rootLogical root preset name.
contextOwning immutable predicate facts supplied by the conversion transaction.
返回
Fully expanded owning command sequence, or a checked schema/include/predicate failure. @thread Worker-safe and reentrant; no callbacks, IO, mutation or retained pointers.
备注
Include cycles, missing includes, unknown predicates and malformed argument types reject the whole plan.

在文件 VegetationPreset.cpp 第 176 行定义.

引用了 context, definitions , 以及 root.

被这些函数引用 executeUnityVegetationConversion().

◆ executeUnityVegetationConversion()

Result< VegetationConversionResult > eve::asset_import::executeUnityVegetationConversion ( const UnityVegetationConversionRequest &  request)

Decode a Unity Material, evaluate one TVE preset graph, and execute every output atomically.

参数
requestImmutable owning request observed only during this synchronous call.
返回
Complete detached material, mesh, texture, bounds, and readability result; no partial stage escapes. @thread Worker-safe and reentrant when the request is not mutated concurrently; no IO, callbacks, or shared state.

在文件 VegetationPresetConversion.cpp 第 210 行定义.

引用了 commands, context, decodeUnityVegetationConversionCandidate(), eve::Diagnostic::error(), evaluateVegetationPreset(), executeVegetationConversion(), eve::Failed, eve::Result< T >::failure(), eve::InvalidArgument, makeVegetationPresetContext(), request , 以及 source.

被这些函数引用 prepareUnityVegetationConversionImport().

◆ executeVegetationConversion()

Result< VegetationConversionResult > eve::asset_import::executeVegetationConversion ( VegetationConversionCandidate  source,
const std::vector< VegetationPresetCommand > &  commands,
std::optional< asset::CanonicalMeshData >  mesh,
const std::map< std::string, VegetationPresetImage > &  textures,
float  variationSeed = 1.f,
const std::optional< std::array< float, 16 > > &  sourceToWorld = {},
const std::optional< std::array< float, 9 > > &  sourceDirectionToWorld = {} 
)

Apply commands and execute all available mesh and texture outputs as one transaction.

参数
sourceOwning material conversion baseline.
commandsEvaluated ordered commands borrowed during the call.
meshOptional owning canonical source mesh.
texturesImmutable source images keyed by material texture property.
variationSeedExplicit deterministic mesh variation seed.
sourceToWorldOptional column-major affine point transform used only for world-space output.
sourceDirectionToWorldOptional column-major proper rotation matching Unity TransformDirection.
返回
Detached complete result; failure publishes no candidate, mesh or packed texture. @thread Worker-safe and reentrant; no IO, callbacks, shared mutation or retained pointers.

在文件 VegetationPresetConversion.cpp 第 128 行定义.

引用了 applyVegetationPreset(), bounds, eve::asset_import::VegetationConversionResult::candidate, commands, count, eve::Diagnostic::error(), executeVegetationMeshRules(), executeVegetationTexturePacks(), eve::Failed, eve::Result< T >::failure(), eve::InvalidArgument, eve::asset_import::VegetationConversionResult::materialOutput, eve::asset_import::VegetationConversionResult::mesh, mesh, eve::asset_import::VegetationConversionResult::meshBoundsMaximum, eve::asset_import::VegetationConversionResult::meshBoundsMinimum, eve::asset_import::VegetationConversionResult::meshCpuReadable, eve::asset_import::VegetationConversionResult::meshOutput, eve::asset_import::VegetationConversionCandidate::meshRules, eve::NotFound, Off, eve::ParseError, radius, source, eve::Result< T >::success(), eve::asset_import::VegetationConversionResult::textures, eve::asset_import::VegetationConversionResult::transformOutput, TransformToWorldSpace , 以及 eve::Unsupported.

被这些函数引用 executeUnityVegetationConversion().

◆ executeVegetationMeshRules() [1/2]

Result< asset::CanonicalMeshData > eve::asset_import::executeVegetationMeshRules ( const VegetationConversionCandidate &  candidate,
asset::CanonicalMeshData  source,
const std::map< std::string, VegetationPresetImage > &  textures,
float  variationSeed = 1.f 
)

◆ executeVegetationMeshRules() [2/2]

Result< asset::CanonicalMeshData > eve::asset_import::executeVegetationMeshRules ( const VegetationConversionCandidate &  candidate,
asset::CanonicalMeshData  source,
float  variationSeed = 1.f 
)

Execute preset mask and coordinate rules into canonical TVE authoring streams.

参数
candidateImmutable applied preset candidate.
sourceDetached owning mesh baseline.
variationSeedExplicit deterministic seed used by predictive variation.
返回
Complete owning canonical mesh candidate, or a checked failure without partial publication. @thread Worker-safe and reentrant; no IO, callbacks, global RNG or retained pointers.

在文件 VegetationPresetMesh.cpp 第 482 行定义.

引用了 executeVegetationMeshRules() , 以及 source.

被这些函数引用 executeVegetationConversion() , 以及 executeVegetationMeshRules().

◆ executeVegetationTexturePacks() [1/2]

Result< std::map< std::string, VegetationPresetImage > > eve::asset_import::executeVegetationTexturePacks ( const VegetationConversionCandidate &  candidate,
const std::map< std::string, VegetationPresetImage > &  sources,
const asset::CanonicalMeshData &  mesh,
std::uint64_t  maximumPixels = 16ull * 1024ull * 1024ull 
)

Execute texture recipes with a canonical mesh for object/tangent normal-space transforms.

在文件 VegetationPresetTexture.cpp 第 277 行定义.

引用了 eve::Diagnostic::error(), executeVegetationTexturePacks(), eve::Failed, found, mesh , 以及 eve::asset_import::VegetationConversionCandidate::texturePacks.

◆ executeVegetationTexturePacks() [2/2]

Result< std::map< std::string, VegetationPresetImage > > eve::asset_import::executeVegetationTexturePacks ( const VegetationConversionCandidate &  candidate,
const std::map< std::string, VegetationPresetImage > &  sources,
std::uint64_t  maximumPixels = 16ull * 1024ull * 1024ull 
)

Execute all texture recipes against detached RGBA8 source images.

参数
candidateImmutable applied preset candidate.
sourcesImages keyed by material texture property. Images are borrowed only during this call.
maximumPixelsPer-output allocation limit checked before publication.
返回
Owning images keyed by target material property, or a checked failure with no partial output. @thread Worker-safe and reentrant; no IO, callbacks, GPU work or retained pointers.
备注
Output dimensions are the largest source dimensions in each recipe. Sampling is bilinear and clamped.

在文件 VegetationPresetTexture.cpp 第 205 行定义.

引用了 c, count, eve::Diagnostic::error(), eve::Failed, found, height, eve::InvalidArgument, output, eve::ParseError, eve::asset_import::VegetationConversionCandidate::texturePacks, eve::Unsupported, valid, value, width, x , 以及 y.

被这些函数引用 executeVegetationConversion() , 以及 executeVegetationTexturePacks().

◆ expandUnityPrefab()

◆ indexUnitySources()

EVENGINE_API_PLATFORM Result< UnitySourceIndex > eve::asset_import::indexUnitySources ( const UnitySourceFiles &  files,
const AssetImportLimits &  limits = {} 
)

Validate project paths and .meta identities and index serialized GUID/fileID references.

参数
filesBorrowed immutable project files, required only during this call.
limitsBounds checked before parsing source metadata.
返回
Owning index; ambiguous GUIDs/paths fail, unresolved references produce findings.
备注
Unknown importer fields remain in the caller's source bytes. Binary payloads are classified without interpreting them as YAML. Built-in Unity GUIDs are not missing files. @thread Worker-safe with immutable input. @reentrancy No callbacks, filesystem access, execution, or mutation of input.

在文件 UnitySource.cpp 第 121 行定义.

引用了 a, Animation, eve::asset_import::UnitySourceIndex::assets, at, b, bytes, eve::Conflict, Data, end, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::asset_import::unity_detail::foldAscii(), Folder, found, eve::asset_import::UnitySourceAsset::guid, eve::asset_import::UnitySourceAsset::importer, index, eve::InvalidArgument, limits, line, Material, eve::asset_import::AssetImportLimits::maximumAssets, eve::asset_import::AssetImportLimits::maximumSourceBytes, eve::asset_import::unity_detail::metaScalar(), eve::NotFound, parent, eve::ParseError, path, paths, Prefab, eve::asset_import::UnitySourceAsset::references, Scene, source, sourcePath, Unsupported, eve::asset_import::unity_detail::validGuid() , 以及 eve::asset_import::unity_detail::validPath().

被这些函数引用 prepareUnityProjectImport() , 以及 prepareUnitySpriteAnimation().

◆ makeVegetationPresetContext()

VegetationPresetContext eve::asset_import::makeVegetationPresetContext ( const VegetationConversionCandidate &  candidate,
std::string  shaderName,
std::string  materialName,
std::string  shaderPipeline,
std::set< std::string >  outputOptions = {} 
)

Project one conversion baseline into immutable preset predicate facts.

参数
candidateBorrowed source candidate observed only during this call.
shaderNameResolved source shader name; copied into the result.
materialNameSource material name; copied into the result.
shaderPipelineActive Unity render-pipeline spelling; copied into the result.
outputOptionsSelected output option spellings; moved into the result.
返回
Owning context whose property, texture, and keyword sets agree with the candidate. @thread Worker-safe and reentrant; no callbacks, IO, shared mutation, or retained pointers.

在文件 VegetationPresetSource.cpp 第 142 行定义.

引用了 context, eve::asset_import::VegetationConversionCandidate::materialColors, eve::asset_import::VegetationPresetContext::materialFloats, eve::asset_import::VegetationConversionCandidate::materialFloats, eve::asset_import::VegetationPresetContext::materialKeywords, eve::asset_import::VegetationConversionCandidate::materialKeywords, eve::asset_import::VegetationPresetContext::materialName, eve::asset_import::VegetationPresetContext::materialProperties, eve::asset_import::VegetationPresetContext::materialTextures, eve::asset_import::VegetationConversionCandidate::materialTextures, eve::asset_import::VegetationConversionCandidate::materialTextureTransforms, eve::asset_import::VegetationConversionCandidate::materialVectors, name, eve::asset_import::VegetationPresetContext::outputOptions, eve::asset_import::VegetationPresetContext::shaderName, eve::asset_import::VegetationPresetContext::shaderPipeline , 以及 values.

被这些函数引用 executeUnityVegetationConversion().

◆ prepareCanonicalTerrainImport()

EVENGINE_API_PLATFORM Result< PreparedAssetImport > eve::asset_import::prepareCanonicalTerrainImport ( const ImportPackageIdentity &  package,
const CanonicalTerrainInput &  terrain,
std::string_view  importer,
const AssetImportLimits &  limits = {} 
)

Build eve.terrain, terrain material, PCG and instance assets from canonical input.

参数
packageStable package identity and provenance.
terrainParsed canonical terrain values.
importerStable adapter identifier recorded in provenance.
limitsAllocation limits shared with source parsers.
返回
Owning .eva candidate with typed binary height/instance blobs.

在文件 TerrainImporter.cpp 第 48 行定义.

引用了 eve::detail::Id128< Tag >::child(), definition, finite, eve::detail::Id128< Tag >::format(), height, ids, image, index, instances, eve::isValidUtf8(), layer, limits, eve::asset_import::PreparedAssetImport::manifest, output, eve::asset_import::ImportPackageIdentity::packageId, prepareCanonicalTerrainImport(), eve::asset::EvaManifest::provenance, eve::asset_import::gltf::putFloat(), source, target, terrain , 以及 value.

被这些函数引用 prepareCanonicalTerrainImport(), prepareUnityProjectImport() , 以及 prepareUnrealM4Import().

◆ prepareGltfImport()

Result< PreparedAssetImport > eve::asset_import::prepareGltfImport ( const GltfImportRequest &  request)

Decode triangle primitives from glTF 2.0 into canonical typed mesh blobs.

返回
Owning candidate with meshes and, when present, PBR materials/images, skeleton, skin bindings and clips. @thread Worker-safe. @reentrancy Does not execute extensions, scripts, callbacks, filesystem or network access.
备注
v1 accepts float POSITION/NORMAL/TEXCOORD_0 and unsigned scalar indices; Unsupported primitive modes, sparse/compressed accessors, matrix skeletal nodes, non-LINEAR skeletal channels and morph animation fail explicitly. All contiguous weight sets (FLOAT or normalized unsigned bytes/shorts) are retained. Skeletal data stays in glTF metre/right-handed coordinates; ancestor nodes are retained in parent-before-child order.

在文件 GltfImporter.cpp 第 205 行定义.

引用了 eve::asset_import::gltf::appendAnimation(), eve::asset_import::gltf::appendMaterials(), eve::asset_import::detail::assetRef(), eve::asset::EvaManifest::assets, eve::Value::asString(), eve::asset_import::detail::baseManifest(), eve::detail::Id128< Tag >::child(), eve::asset_import::GltfImportRequest::documentBytes, eve::asset_import::PreparedAssetImport::entries, eve::asset::EvaManifest::entrypoints, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::asset_import::detail::finalizeImportReport(), eve::asset_import::PreparedAssetImport::findings, eve::Value::getIf(), eve::InvalidArgument, eve::Value::isString(), key, eve::asset_import::GltfImportRequest::limits, eve::asset_import::PreparedAssetImport::manifest, eve::asset_import::AssetImportLimits::maximumAssets, eve::asset_import::AssetImportLimits::maximumDecodedBytes, eve::asset_import::AssetImportLimits::maximumStringBytes, member, mesh, eve::asset_import::GltfImportRequest::package, eve::asset_import::ImportPackageIdentity::packageId, eve::asset_import::gltf::parseDocument(), eve::ParseError, eve::asset::EvaManifest::provenance, reference, request, required, eve::asset_import::gltf::resolveBuffers(), root, eve::asset_import::detail::sha256(), eve::asset_import::PreparedAssetImport::sourceMappings, eve::asset_import::GltfImportRequest::sourceName, eve::asset_import::gltf::supportsMaterialExtension(), eve::Value::toJson(), Translated, eve::UnknownVersion, eve::Unsupported, Unsupported , 以及 value.

被这些函数引用 prepareUnityNativeMesh().

◆ prepareImageImport()

◆ prepareLegacyAnimationImport()

◆ prepareShaderImport()

EVENGINE_API_PLATFORM Result< PreparedAssetImport > eve::asset_import::prepareShaderImport ( const ImportPackageIdentity &  package,
std::string_view  json 
)

Prepare a canonical shader definition for the existing atomic .eva publisher.

参数
packageOwning identity metadata borrowed only during this call.
jsonUntrusted self-contained eve.shader/1 JSON; maximum 8 MiB.
返回
Owning validated import candidate; stable asset identity is packageId.child("shader:default"). @thread Worker-safe. No callbacks, file access or GPU allocation. Failure publishes nothing.

在文件 ShaderImporter.cpp 第 6 行定义.

引用了 eve::asset_import::detail::assetRef(), eve::asset::EvaManifest::assets, eve::asset_import::detail::baseManifest(), bytes, eve::detail::Id128< Tag >::child(), eve::asset::decodeShaderAsset(), eve::asset_import::PreparedAssetImport::entries, eve::asset::EvaManifest::entrypoints, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::asset_import::detail::finalizeImportReport(), eve::asset_import::PreparedAssetImport::findings, eve::Value::fromJson(), eve::InvalidArgument, eve::asset_import::PreparedAssetImport::manifest, eve::asset_import::ImportPackageIdentity::packageId, path, PreservedSource, reference, eve::asset_import::detail::sha256(), shader, eve::asset_import::PreparedAssetImport::sourceMappings , 以及 eve::Result< T >::success().

◆ prepareUnityCollection()

◆ prepareUnityFbx()

◆ prepareUnityMaterial()

Result< PreparedAssetImport > eve::asset_import::prepareUnityMaterial ( const UnityProjectImportRequest &  request,
const UnitySourceAsset &  source 
)

◆ prepareUnityNativeMesh()

◆ prepareUnityNativeTexture()

◆ prepareUnityNativeVolumeTexture()

Result< PreparedAssetImport > eve::asset_import::prepareUnityNativeVolumeTexture ( const UnityProjectImportRequest &  ,
const UnitySourceAsset &   
)

◆ prepareUnityPrefab()

Result< PreparedAssetImport > eve::asset_import::prepareUnityPrefab ( const UnityProjectImportRequest &  request,
const std::string &  path 
)

Prepare one prefab without copying or re-indexing the source collection.

在文件 UnityImporter.cpp 第 758 行定义.

引用了 eve::asset_import::detail::baseManifest(), eve::Result< T >::failure(), eve::asset_import::PreparedAssetImport::manifest, output, eve::asset_import::GltfImportRequest::package, path, prefab , 以及 request.

被这些函数引用 prepareUnityVegetationScene().

◆ prepareUnityProjectImport()

EVENGINE_API_PLATFORM Result< PreparedAssetImport > eve::asset_import::prepareUnityProjectImport ( const UnityProjectImportRequest &  request)

Import selected Unity assets, or discover a collection when both selectors are empty.

返回
An owning canonical candidate, or a structured diagnostic.
备注
Selected import supports terrain data and GameObject/Transform hierarchy.
Collection import also converts supported images, static FBX/glTF meshes and Standard materials.
Unconverted sources and components are explicitly reported. @ownership The result owns its data; input is borrowed only during this call. @thread Worker-safe while the request remains immutable. @reentrancy No callbacks, Unity execution or filesystem mutation.

在文件 UnityImporter.cpp 第 769 行定义.

引用了 findings, indexUnitySources(), output, prefab, prepareCanonicalTerrainImport(), prepareUnityCollection(), prepareUnityProjectImport(), request, resource , 以及 terrain.

被这些函数引用 prepareUnityProjectImport() , 以及 prepareUnityVegetationConversionImport().

◆ prepareUnitySpriteAnimation()

◆ prepareUnityVegetationConversionBatch()

EVENGINE_API_PLATFORM Result< PreparedAssetImport > eve::asset_import::prepareUnityVegetationConversionBatch ( const UnityVegetationBatchImportRequest &  request)

Prepare several vegetation objects as one all-or-nothing EVA candidate.

参数
requestImmutable batch with a unique non-empty outputKey per object.
返回
One owning candidate with namespaced entrypoints/mappings, or a conflict/budget failure without output. @thread Worker-safe and reentrant when the request is not mutated concurrently; no IO, callbacks, or shared state.

在文件 VegetationConversionImport.cpp 第 201 行定义.

引用了 eve::asset::EvaManifest::assets, eve::asset::EvaManifest::dependencies, eve::asset_import::PreparedAssetImport::entries, eve::asset::EvaManifest::entrypoints, eve::asset_import::PreparedAssetImport::findings, found, key, eve::asset_import::PreparedAssetImport::manifest, name, object, path, prepareUnityVegetationConversionBatch(), prepareUnityVegetationConversionImport(), request , 以及 eve::asset_import::PreparedAssetImport::sourceMappings.

被这些函数引用 eve::editor::NativeVegetationConversionPreparer::prepare() , 以及 prepareUnityVegetationConversionBatch().

◆ prepareUnityVegetationConversionImport()

EVENGINE_API_PLATFORM Result< PreparedAssetImport > eve::asset_import::prepareUnityVegetationConversionImport ( const UnityVegetationAssetImportRequest &  request)

Convert and prepare one material, its packed images, and optional mesh as a single EVA candidate.

参数
requestImmutable owning request observed only during this synchronous call.
返回
Complete unpublished asset group or a checked failure with no partial candidate. @thread Worker-safe and reentrant when the request is not mutated concurrently; no IO, callbacks, or shared state.
备注
Referenced source textures and metadata are supplied through sourceFiles. Packed images receive stable Unity-style GUIDs and are routed through the normal Unity image and TVE material importers.

在文件 VegetationConversionImport.cpp 第 122 行定义.

引用了 bytes, encodeUnityVegetationConversionMaterial(), executeUnityVegetationConversion(), image, eve::asset_import::PreparedAssetImport::manifest, material, mesh, path, prepareUnityProjectImport(), prepareUnityVegetationConversionImport(), request, eve::Result< T >::value() , 以及 value.

被这些函数引用 prepareUnityVegetationConversionBatch() , 以及 prepareUnityVegetationConversionImport().

◆ prepareUnityVegetationMaterial()

Result< PreparedAssetImport > eve::asset_import::prepareUnityVegetationMaterial ( const UnityProjectImportRequest &  request,
const UnitySourceAsset &  source 
)

◆ prepareUnityVegetationPreset()

◆ prepareUnityVegetationScene()

◆ prepareUnrealM4Import()

EVENGINE_API_PLATFORM Result< PreparedAssetImport > eve::asset_import::prepareUnrealM4Import ( const UnrealProjectImportRequest &  request)

◆ readUnityPackage()

EVENGINE_API_PLATFORM Result< UnitySourceFiles > eve::asset_import::readUnityPackage ( std::span< const std::uint8_t >  bytes,
const AssetImportLimits &  limits = {} 
)

Decode a gzip/tar .unitypackage into project-relative source bytes without extraction.

参数
bytesBorrowed compressed bytes, required only during this call.
limitsBounds for compressed/decompressed bytes, asset count, and path length.
返回
Owning files or a diagnostic; malformed, duplicate, linked and unsafe entries fail. @thread Worker-safe with immutable input; no global state. @reentrancy No callbacks, filesystem access, Unity execution, or partial publication.

在文件 UnityPackage.cpp 第 225 行定义.

引用了 bytes, eve::Result< T >::failure() , 以及 limits.