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diff --git a/doc/archive/HANDOFF_SCENE_LOADER.md b/doc/archive/HANDOFF_SCENE_LOADER.md new file mode 100644 index 0000000..b218d0b --- /dev/null +++ b/doc/archive/HANDOFF_SCENE_LOADER.md @@ -0,0 +1,40 @@ +# 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) |
