WIP checkpoint: Creator Studio: Asset Import Pipeline — glTF model import backend

This commit is contained in:
2026-08-18 20:52:43 +00:00
parent fce551e61c
commit 555ef6fd84
+255
View File
@@ -1,5 +1,6 @@
"""Asset management router."""
import json
import os
from pathlib import Path
from typing import Optional
@@ -64,6 +65,177 @@ def _sanitize_filename(filename: str) -> str:
return safe or "file"
def _validate_gltf_json(content: bytes) -> dict:
"""Validate that content is a valid .gltf file (JSON-based glTF).
Returns the parsed JSON dict on success.
Raises ValueError if the file is not valid glTF.
"""
try:
data = json.loads(content)
except json.JSONDecodeError as e:
raise ValueError(f"Invalid JSON in .gltf file: {e}")
if not isinstance(data, dict):
raise ValueError("glTF file root must be a JSON object")
if "asset" not in data:
raise ValueError("Missing required 'asset' property in glTF file")
if "scenes" not in data and "meshes" not in data and "nodes" not in data:
# glTF 2.0 spec: at least one of scenes, meshes, nodes, accessors,
# bufferViews, buffers, materials, textures, samplers, skin,
# animations, or extensions must be present.
# For simplicity, we require at least one of scenes/meshes/nodes.
raise ValueError(
"glTF file must contain at least one of: scenes, meshes, or nodes"
)
return data
def _validate_glb(content: bytes) -> dict:
"""Validate that content is a valid .glb file (binary glTF).
Returns the parsed JSON chunk data on success.
Raises ValueError if the file is not valid glTF.
"""
if len(content) < 12:
raise ValueError("glb file too short")
# Check magic bytes: must start with b'glTF'
magic = content[:4]
if magic != b'glTF':
raise ValueError(
f"Invalid glb magic bytes: expected b'glTF', got {magic!r}"
)
# Version check (we support version 2)
version = int.from_bytes(content[4:8], byteorder='little')
if version != 2:
raise ValueError(f"Unsupported glTF version: {version} (expected 2)")
# Total length check
total_length = int.from_bytes(content[8:12], byteorder='little')
if total_length != len(content):
raise ValueError(
f"glb total length mismatch: header says {total_length}, "
f"actual is {len(content)}"
)
# Parse JSON chunk
# Chunk format: length (4 bytes) + type (4 bytes) + data
offset = 12
json_chunk_data = None
while offset < len(content):
if offset + 8 > len(content):
raise ValueError("Incomplete chunk header in glb file")
chunk_length = int.from_bytes(content[offset:offset+4], byteorder='little')
chunk_type = content[offset+4:offset+8]
if chunk_length + 8 > len(content) - offset:
raise ValueError("Chunk extends beyond file end")
if chunk_type == b'JSON':
json_chunk_data = content[offset+8:offset+8+chunk_length]
# JSON chunk may have padding
break
elif chunk_type == b'BIN':
# Skip binary chunk
offset += 8 + chunk_length
continue
else:
# Unknown chunk type - skip it
offset += 8 + chunk_length
continue
if json_chunk_data is None:
raise ValueError("No JSON chunk found in glb file")
try:
data = json.loads(json_chunk_data)
except json.JSONDecodeError as e:
raise ValueError(f"Invalid JSON in glb chunk: {e}")
if not isinstance(data, dict):
raise ValueError("glTF file root must be a JSON object")
if "asset" not in data:
raise ValueError("Missing required 'asset' property in glTF file")
return data
def _extract_metadata(data: dict) -> dict:
"""Extract metadata from parsed glTF data.
Returns a dict with:
- bounding_box: {"min": [...], "max": [...]} or null
- vertex_count: int
- material_count: int
- has_animation: bool
"""
metadata = {
"bounding_box": None,
"vertex_count": 0,
"material_count": 0,
"has_animation": False,
}
# Count materials
if "materials" in data and isinstance(data["materials"], list):
metadata["material_count"] = len(data["materials"])
# Check for animations
if "animations" in data and isinstance(data["animations"], list):
metadata["has_animation"] = len(data["animations"]) > 0
# Count vertices from meshes
vertex_count = 0
bounds_min = None
bounds_max = None
if "meshes" in data and isinstance(data["meshes"], list):
for mesh in data["meshes"]:
if "primitives" in mesh and isinstance(mesh["primitives"], list):
for primitive in mesh["primitives"]:
# Accessor index for positions
pos_accessor_idx = primitive.get("attributes", {}).get("POSITION")
if pos_accessor_idx is not None:
accessors = data.get("accessors", [])
if isinstance(accessors, list) and 0 <= pos_accessor_idx < len(accessors):
accessor = accessors[pos_accessor_idx]
count = accessor.get("count", 0)
vertex_count += count
# Extract bounding box from min/max
if "min" in accessor and "max" in accessor:
acc_min = accessor["min"]
acc_max = accessor["max"]
if bounds_min is None:
bounds_min = acc_min
bounds_max = acc_max
else:
bounds_min = [
min(a, b) for a, b in zip(bounds_min, acc_min)
]
bounds_max = [
max(a, b) for a, b in zip(bounds_max, acc_max)
]
metadata["vertex_count"] = vertex_count
if bounds_min is not None and bounds_max is not None:
metadata["bounding_box"] = {
"min": bounds_min,
"max": bounds_max,
}
return metadata
# --- Endpoints ---
@router.post("/", response_model=AssetResponse, status_code=201)
@@ -207,3 +379,86 @@ async def upload_asset_file(
await db.commit()
await db.refresh(asset)
return asset
@router.post("/import-gltf", response_model=AssetResponse, status_code=201)
async def import_gltf(
current_user: CurrentUser,
file: UploadFile = File(...),
db: AsyncSession = Depends(get_db),
):
"""Import a glTF or glb file as an asset.
Accepts a .gltf or .glb file, validates it, extracts metadata
(bounding box, vertex count, material count, animation flag),
stores the file, and returns an AssetResponse with the new asset's ID.
"""
filename = file.filename or ""
lower_filename = filename.lower()
# Validate file extension
if not (lower_filename.endswith(".gltf") or lower_filename.endswith(".glb")):
raise HTTPException(
status_code=400,
detail="File must be a .gltf or .glb file",
)
# Validate file size against configured maximum.
max_bytes = settings.MAX_UPLOAD_SIZE_MB * 1024 * 1024
content = await file.read()
file_size = len(content)
if file_size > max_bytes:
raise HTTPException(
status_code=413,
detail=f"File size {file_size} exceeds maximum allowed size {max_bytes} bytes",
)
# Validate file content based on format
try:
if lower_filename.endswith(".gltf"):
gltf_data = _validate_gltf_json(content)
else:
gltf_data = _validate_glb(content)
except ValueError as e:
raise HTTPException(
status_code=400,
detail=f"Invalid glTF file: {e}",
)
# Extract metadata
metadata = _extract_metadata(gltf_data)
# Create the asset record
asset = Asset(
name=Path(filename).stem,
description=None,
asset_type=AssetType.MODEL_GLTF,
file_path="", # Will be set after file storage
owner_id=current_user.id,
world_id=None,
is_public=False,
)
db.add(asset)
await db.commit()
await db.refresh(asset)
# Sanitize filename for storage
safe_filename = _sanitize_filename(filename)
extension = ".gltf" if lower_filename.endswith(".gltf") else ".glb"
stored_name = f"{asset.id}_{safe_filename}{extension}"
# Write the file to the upload directory
upload_dir = Path(settings.UPLOAD_DIR)
upload_dir.mkdir(parents=True, exist_ok=True)
file_path = upload_dir / stored_name
file_path.write_bytes(content)
# Update asset with file info and metadata
asset.file_path = str(file_path)
asset.file_size = file_size
asset.mime_type = "model/gltf+json" if lower_filename.endswith(".gltf") else "model/gltf+binary"
asset.metadata_json = json.dumps(metadata)
await db.commit()
await db.refresh(asset)
return asset