# ADR 0021: Brush Authoring Schema

## Status

Accepted

## Context

Jackdaw roadmap work needs blockout geometry that is editable as authored data, survives scene saves, hydrates into runtime render/physics components, and can later support face/edge/vertex tools and CSG operators. Treating brushes as imported static meshes would hide the authoring intent and make later geometry edits depend on generated artifacts.

## Decision

Add `ActorKind::Brush` and `BrushDesc` as persisted shared authoring data. A brush stores convex polygon faces with stable face IDs, plane data, material/texture references, UV parameters, smoothing group, and shadow flags. The MVP supports additive cube brushes and hydrates active brush components into generated mesh children; generated children are stripped from saved scenes.

Brush actors conflict with `Primitive`, `StaticMeshRenderer`, `SkinnedMeshRenderer`, `LightDesc`,
and `ModelRef` in actor validation. Scene v1-to-v2 kind backfill infers `ActorKind::Brush` when an
older level object contains `BrushDesc`.

## Consequences

Brush geometry is now a first-class scene authoring type rather than a renderer slot variant. Future face editing, clipping, and CSG tools should mutate `BrushDesc` and rebuild the generated preview mesh through hydration.

The MVP intentionally does not implement viewport face/edge/vertex tools, non-convex validation UI, or subtractive CSG evaluation. Those remain roadmap work.
