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diff --git a/doc/HANDOFF_SCENE_LOADER.md b/doc/HANDOFF_SCENE_LOADER.md deleted file mode 100644 index b218d0b..0000000 --- a/doc/HANDOFF_SCENE_LOADER.md +++ /dev/null @@ -1,40 +0,0 @@ -# Handoff: 3D Scene Pipeline (February 8, 2026) - -## Summary -Implemented a complete pipeline for exporting 3D scenes from Blender and loading them at runtime. - -## Accomplishments - -### Task #18: 3D System Enhancements -- **Blender Exporter**: Created `tools/blender_export.py` to export scenes to a binary format (`SCN1`). - - Exports objects, transforms, types, and mesh references. - - Handles string-based asset resolution. -- **Asset System Update**: Updated `asset_packer` to generate `GetAssetIdByName` for runtime string lookup. -- **Runtime Loader**: Implemented `SceneLoader` (`src/3d/scene_loader.h/cc`) to parse the binary scene format. -- **Verification**: Added `test_scene_loader` to verify the pipeline. - -## Key Components - -### Binary Format (`doc/SCENE_FORMAT.md`) -- Magic: `SCN1` -- Supports Objects (Mesh, Primitives), Cameras, Lights. -- Compact binary representation. - -### Runtime Integration -- `SceneLoader::LoadScene(scene, data, size)` populates a `Scene` object. -- Uses `GetAssetIdByName` to resolve mesh references (e.g. "MESH_CUBE" -> `ASSET_MESH_CUBE`). - -## Next Steps -- Use the exporter in a real workflow (requires Blender). -- Update `Renderer3D` or `MainSequence` to actually use `SceneLoader` for a level (e.g. `assets/final/level1.bin`). -- Implement `Task #5: Spectral Brush Editor` (In Progress). - -## Files Modified -- `tools/blender_export.py` (New) -- `src/3d/scene_loader.h` (New) -- `src/3d/scene_loader.cc` (New) -- `src/tests/test_scene_loader.cc` (New) -- `tools/asset_packer.cc` (Updated) -- `src/util/asset_manager.h` (Updated) -- `CMakeLists.txt` (Updated) -- `doc/SCENE_FORMAT.md` (New) |
