Phase 5 batch kind: item migrates to registry (always-on)
Item is the first kind to use the `def.renderer` escape hatch (custom React component with `useGLTF` + drei + interactive widgets) — not expressible as a pure `def.geometry`. Catalog-backed + multi-host (free / wall / wall-side / ceiling). Files added (packages/nodes/src/item/): - schema.ts: re-exports ItemNode from core. - parametrics.ts: empty groups[]. Item parametrics come from the asset's catalog-defined interactive controls (toggles / sliders / temperature) — too dynamic for the auto-inspector at Stage A. Legacy ItemPanel renders the catalog-driven controls; Phase 5 Stage E will likely use parametrics.customPanel. - definition.ts: capabilities (no `movable` — item move is bespoke MoveItemContent that handles attachTo transitions floor↔wall↔ ceiling mid-drag; capability-driven dispatch keeps legacy mover), parametrics, renderer (wrap-export of ItemRenderer), system bundling ItemSystem + ItemLightSystem, toolHints matching the user's screenshot (Place item / R rotate ccw / T rotate cw / Shift free place / Esc cancel). defaults() casts an object literal with a stub asset since asset is required by the schema; createNode re-parses through ItemNode at runtime. - renderer.tsx: wrap-export of legacy ItemRenderer (~280 lines with useGLTF + interactive widgets — too much to duplicate at Stage A). - system.tsx: bundles ItemSystem + ItemLightSystem. - index.ts: barrel. Files changed: - packages/viewer/src/index.ts: new public exports for ItemRenderer, ItemSystem, ItemLightSystem. - packages/nodes/src/index.ts: appends itemDefinition. - packages/editor/src/components/ui/panels/item-panel.tsx: panel slider-drag fix recipe applied (nodeRef pattern, drop subscribed updateNode dep, drop node from useCallback deps). Item panel has scale + position + rotation sliders all subject to the cascade. Item is the registry's stress test for `def.renderer` escape hatch. GLB loading via useGLTF + drei works as-is; nothing in the registry forces a pure-geometry shape on kinds that don't fit. Phase 5 progress: shelf ✅ spawn ✅ wall ✅ fence ✅ slab ✅ ceiling ✅ door ✅ window ✅ item ✅. Nine kinds on the registry. Stair / roof / zone / containers remain. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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Claude Opus 4.7
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@@ -12,6 +12,7 @@ export { CeilingRenderer } from './components/renderers/ceiling/ceiling-renderer
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// Each kind has a geometry system + animation system to mount via
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// RegisteredSystems when the kind is registry-driven.
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export { DoorRenderer } from './components/renderers/door/door-renderer'
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export { ItemRenderer } from './components/renderers/item/item-renderer'
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export { NodeRenderer } from './components/renderers/node-renderer'
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export { WindowRenderer } from './components/renderers/window/window-renderer'
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export { default as Viewer } from './components/viewer'
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@@ -50,6 +51,11 @@ export { DoorSystem } from './systems/door/door-system'
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// alongside the legacy fence mount point.
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export { FenceSystem } from './systems/fence/fence-system'
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export { InteractiveSystem } from './systems/interactive/interactive-system'
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// Item systems for the registry-driven item definition. ItemSystem
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// applies attachTo-driven transforms each frame; ItemLightSystem
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// manages item-mounted light sources.
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export { ItemSystem } from './systems/item/item-system'
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export { ItemLightSystem } from './systems/item-light/item-light-system'
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export { snapLevelsToTruePositions } from './systems/level/level-utils'
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export { getRoofMaterialArray } from './systems/roof/roof-materials'
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// Slab system follows the wall + fence re-export pattern — composed into
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