docs(wiki): vertical-model architecture page; drop stale SlabSystem rows (#528)
Documents the shipped vertical building model (#526): stored truth table, resolution helpers, clamp rules, pointer-decided placement, the load migration that lives in migrateNodes indefinitely, and the gotchas. The systems tables stop listing the deleted SlabSystem and point at the registry geometry path instead. Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
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Claude Fable 5
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@@ -17,13 +17,14 @@ Pure logic: no rendering, no Three.js objects. They read nodes from `useScene`,
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| System | Responsibility |
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|---|---|
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| `WallSystem` | Wall mitering, corner joints |
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| `SlabSystem` | Polygon-based floor/roof generation |
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| `CeilingSystem` | Polygon-based ceiling generation |
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| `RoofSystem` | Pitched roof shape |
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| `DoorSystem` | Placement constraints on walls |
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| `WindowSystem` | Placement constraints on walls |
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| `ItemSystem` | Item transforms, collision |
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Slab geometry has no dedicated system: it renders through the registry `def.geometry` (`packages/nodes/src/slab/geometry.ts`, calling the pure generators in `packages/viewer/src/systems/slab/slab-system.tsx`) with a small `def.system` for dirty tracking.
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### Viewer Systems — `packages/viewer/src/systems/`
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Access Three.js objects (via `useRegistry`) and manage rendering side-effects.
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