Add dedicated skinned rendering, pose restoration, shared Material and Material Instance slots, registry-driven components, Surface/Solari integration, transactional schema upgrades, navigation authoring, documentation, and evaluation evidence.
39 lines
2.7 KiB
Markdown
39 lines
2.7 KiB
Markdown
# ADR 0017: Normalized Static Mesh Assets
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## Status
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Accepted
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## Context
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glTF/GLB and FBX previously entered the editor as imported scenes through `ModelRef`, with runtime hydration loading a format-specific `WorldAssetRoot`. That path is still useful for full scene playback, but it makes ordinary static mesh placement depend on source format behavior and prevents the inspector from exposing a stable renderer component.
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The editor needs model drag/drop to create editable static mesh actors for unrigged geometry while
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retaining explicit, separate paths for skinned geometry and generic full-scene data.
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## Decision
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Model imports now generate deterministic project artifacts under `assets/meshes/generated/*.static_mesh.ron`. The artifact records stable part IDs, source path, format, source fingerprint, import settings, mesh/material subasset labels, source node/material metadata, dependency paths, and warnings for metadata that is not played by the static mesh path.
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The saved scene authoring component is `StaticMeshRenderer`. Its slots reference imported mesh/material assets by `EditorAssetRef` (`asset_id` + `sub_asset_id`) rather than source file paths. Hydration resolves those refs through the generated artifact, spawns runtime child `Mesh3d` parts, and strips/regenerates them like other hydrated ECS. Built-in primitives remain `Primitive`, and explicit full-scene placement remains `ImportedModel + ModelRef`.
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Asset import settings choose the default placement mode:
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- `StaticAsset` creates `ActorKind::StaticMesh + StaticMeshRenderer` for unrigged sources; when
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collider generation is enabled it also creates `RigidBodyDesc + ColliderDesc::StaticMesh`.
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- Sources containing skin-bound primitives or animation route to
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`ActorKind::SkinnedMesh + SkinnedMeshRenderer` and never create static renderer slots or
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automatic triangle-mesh colliders (ADR 0033).
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- `SceneInstance` creates the legacy `ActorKind::ImportedModel + ModelRef`.
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Hierarchy mode is also stored per asset. `SingleActor` places all mesh parts into one renderer. `SourceHierarchy` creates an authored root with child static mesh actors.
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## Consequences
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- glTF/GLB and FBX placement consume the same renderer contract after processing.
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- Scene files store renderer intent, not runtime Bevy mesh/material handles.
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- Static mesh actors can expose renderer slots, source labels, shadows, collider policy, and material overrides in the inspector.
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- Skinned parts are marked in artifact schema v2 and excluded from static renderer construction and
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hydration. Animation playback uses the dedicated contract in ADRs 0031 and 0033.
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- Generated artifacts are project files but are hidden from the Asset Browser catalog to avoid treating them as levels/prefabs.
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