# 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`, `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.