# 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)