Skip to content

v0.4.0 - ue_x3d_* : the harness on the wire

Latest

Choose a tag to compare

@JosephOIbrahim JosephOIbrahim released this 08 Jul 15:29
bf3d934

ue_x3d_* -- the harness on the wire

The v0.3.0 UE<->X3D harness (x3d_bridge) is now MCP tools: Claude can export a
live level to X3D, validate it, apply transform edits back, and preview it --
inside the editor. All four are CORE-tier (mounted by default); Epic's MCP
has no X3D surface.

Added

  • ue_x3d_export -- serialize the current level to X3D (each actor's
    quaternion transform, static mesh, material, attach parent; UE Z-up-cm ->
    X3D Y-up-m). mesh_only by default.
  • ue_x3d_validate -- the paper boundary as a tool: out-of-grammar nodes,
    dangling USE, wrong arity, non-X3D roots, NaN/inf -- rejected without
    touching the editor.
  • ue_x3d_apply -- apply an X3D document's transforms back to the live level
    (validated, guids sanitized, emitted via ue_execute_python). Transforms in
    v0.4.0; spawn/material/reparent apply are follow-ups.
  • ue_x3d_preview -- render X3D to a standalone X_ITE browser page.
  • 14 async tests + exec-sim coverage for the codegen tools (stub extended with
    Quat/Transform/get_actor_transform). Tier table pinned at 60 tools / 22 CORE.

Notes

  • Editor-independent and CI-green. The live round-trip against a real 5.8
    scene is gated on ue_preflight reading green (bAllowAnyRemoteFunctionCall
    applied). B stays analytic (not glTF-calibrated) -- round trip is
    basis-agnostic, so fidelity-only.