add architecture and authoring guideline docs

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# Architecture Documentation
This document explains the architecture of the EID Wireless documentation system and its interactive diorama renderer.
---
## Overview
The EID Wireless documentation is a **text-first** technical resource that uses interactive 3D visualizations (dioramas) as *supplemental* learning tools. The core principle is: **readers should be able to understand the concepts without interactives, but gain deeper insight through them**.
This is achieved through a hybrid architecture:
1. **Typst** generates static HTML documents from `.typ` source files
2. **Custom JavaScript renderer** provides interactive dioramas embedded in those pages
3. **Vite** bundles everything together for development and production
The dioramas are not the primary content—they're visual aids that appear *after* conceptual explanations and serve to reinforce understanding through visualization.
---
## Architecture Goals
### Primary Goal: Text-First Documentation
The documentation system prioritizes readable, searchable, accessible text content. Interactive dioramas:
- Are **optional** and **degrade gracefully** (pages work without JavaScript)
- Are **out-of-the-way** (don't interfere with reading flow)
- Are **supplemental** (don't contain core information that isn't in text)
- Are **mobile-friendly** (scrolling behavior is preserved by default)
### Secondary Goals
1. **Accurate Minecraft rendering** - Dioramas must faithfully represent block states, rotations, and redstone behavior
2. **Efficient rendering** - Multiple dioramas can appear on a single page; rendering must be performant
3. **Easy authoring** - Content creators should focus on concepts, not graphics programming
4. **Version independence** - Documentation should work across different Minecraft versions
---
## System Architecture
### High-Level Flow
```
Typst Source (.typ files) ──▶ HTML + JavaScript ──▶ Browser
│
└─▶ Interactive Dioramas (WebGL)
```
### Components
#### 1. Typst Document Generator
**Role**: Converts `.typ` source files into HTML pages
**Key Files**:
- `main.typ` - Main entry point, defines document structure
- `lib.typ` - Library functions (`diorama()`, `callout()`, etc.)
- `content/*.typ` - Documentation chapters
- `typst.toml` - Package metadata
**Responsibilities**:
- Compile `.typ` files into HTML using `tinymist` language server
- Embed interactive elements via `#show` directives
- Generate navigation between pages
**Key Pattern** - Diorama Embedding:
```typ
#show raw.where(lang: "mc-diorama"): it => diorama(
orbit: true,
pan: true,
autoplay: true,
it.text,
)
```
This directive tells Typst to:
1. Find all `mc-diorama` code blocks
2. Wrap them in the `diorama()` function
3. Pass block content as the world definition
#### 2. World Definition System
**Role**: Defines Minecraft scenes using a timeline-based domain-specific language
**Format**:
```
p x y z block_type properties
t time
```
Where:
- `p` places or modifies blocks at coordinates
- `t` advances the timeline
- Properties are `key=value` pairs (e.g., `facing=east`, `powered=true`)
**Example**:
```
p 0 0 0 dropper facing=up triggered=false
p 0 1 0 dropper facing=up triggered=false
t 2
p 0 0 0 triggered=true
t 4
p 0 0 0 triggered=false
```
This format is designed to be:
- **Human-readable** - Easy to write and debug
- **Concise** - Minimal boilerplate
- **Timeline-aware** - Changes occur at specific game ticks
#### 3. WebGL Renderer (Engine)
**Role**: Renders Minecraft blocks as 3D models using WebGL
**Key Files**:
- `src/engine.js` - Main renderer class
- `src/world.js` - World state management
- `src/diorama.js` - Camera and view management
- `src/math.js` - Matrix operations (orthographic projection, look-at, etc.)
**Architecture**:
```
Engine (singleton)
├── Dioramas (multiple per page)
│ ├── Canvas (2D context for offscreen rendering)
│ └── Frame (world timeline state)
└── Resources (blockstates, models, textures)
├── Cache (async resource loading)
├── Blockstate Handler (parses JSON blockstate definitions)
├── Model Handler (builds geometry from models)
└── Texture Handler (atlas textures into single canvas)
```
**Key Features**:
- **Instanced rendering** - Thousands of blocks rendered efficiently
- **Lazy updates** - Only re-renders when content changes
- **View culling** - Skips rendering for off-screen dioramas
- **Texture atlasing** - Packs all textures into single texture for batch rendering
#### 4. Controller System
**Role**: Handles user interaction with dioramas
**Key Files**:
- `src/controller.js` - SpacetimeController class
- `src/components.js` - Custom HTML elements
**Features**:
- **Orbit controls** - Rotate view (left drag)
- **Pan controls** - Move view (middle drag or shift+left)
- **Zoom controls** - Scale view (right drag or ctrl+left)
- **Timeline autoplay** - Auto-play animations with configurable speed
- **Mobile support** - Touch gestures with scroll delegation
- **State preservation** - Camera position and timeline state can be reset
**Mobile-Specific Behavior**:
- Default browser scroll is preserved (diagram doesn't capture scroll)
- Touch interaction requires deliberate engagement (200ms timeout)
- 1-finger touch: orbit (don't interfere with scroll)
- 2-finger touch: pan + zoom (pinch gesture)
#### 5. Build System
**Role**: Integrates Typst output with JavaScript rendering
**Key Files**:
- `vite.config.js` - Vite configuration
- `mise.toml` - Development tool configuration
- `dist/` - Production output directory
**Workflow**:
```bash
# Development
mise run dev # Runs Vite dev server + Typst watch
# Build
mise run build # Compile Typst + bundle with Vite
```
**Vite Configuration**:
- `root: .typ-bundle` - Typst-generated HTML is the Vite root
- `publicDir: public` - Static assets served from Minecraft assets
- Alias `/src` → `src/` - JavaScript modules accessible from HTML
- Watch mode monitors both `.typ` and `src/**/*` files
---
## Data Flow
### 1. Document Compilation
```
Typst Source (.typ)
↓ (tinymist)
HTML + Scripts
↓ (Vite bundling)
dist/index.html
```
### 2. World Parsing
```
mc-diorama Code Block
↓ (World constructor)
World Object
├── events[] - Timeline events (changes at each tick)
├── initialState - Block state at t=0
└── labels - Named timeline positions
```
### 3. Frame Playback
```
World Object
↓ (WorldFrame)
Frame Object
├── blocks[] - Current block state
├── currentTime - Timeline position
└── listeners[] - Callbacks on state change
```
### 4. Rendering Pipeline
```
Frame State Change
↓
Engine.updateAll()
├── Parse blocks → Blockstates → Models
├── Build geometry (positions, normals, UVs)
├── Update texture atlas
└── Create instanced meshes (VBOs)
Frame State Change (again)
↓
Engine.render()
├── Check visibility (cull off-screen dioramas)
├── Update camera matrices (orthographic projection)
├── Draw instanced meshes (WebGL)
└── Copy to 2D canvas (for HTML display)
```
### 5. Resource Loading
```
Request Blockstate/Model/Texture
↓
Cache.getAsync()
├── Check if already loading → return promise
├── Check if already loaded → return data
└── Kick off fetch + prepare fallback
Fetch Complete
↓
Handler.process()
├── Parse JSON (blockstate/model)
├── Build geometry (model)
└── Return structured data
↓
Cache.onResolve() → Engine.requestUpdate()
```
---
## User Experience: What Users Actually See
Dioramas appear as interactive 3D diagrams within the documentation:
```
┌─────────────────────────────────────┐
│ Text explanation of redstone... │
│ (this is the primary content) │
├─────────────────────────────────────┤
│ ┌───────────────────────────────┐ │
│ │ [Diorama: 3D interactive │ │
│ │ view of the mechanism] │ │
│ │ │ │
│ │ (click/drag to interact) │ │
│ └───────────────────────────────┘ │
│ Caption: "Figure 1: Mechanism" │
└─────────────────────────────────────┘
```
**Key UX Principles**:
1. **Dioramas are after the text** - Readers understand conceptually first, then visualize
2. **Dioramas don't steal scroll** - Default browser scroll works; interaction requires deliberate action
3. **Mobile-first interaction** - Touch gestures don't interfere with page navigation
4. **Progressive enhancement** - Pages work without JS; dioramas add value when JS is available
### Camera System
Dioramas use **orthographic projection** (not perspective) because:
1. Redstone mechanisms are small and detailed
2. Orthographic preserves proportions
3. Better for technical diagrams
4. Easier to measure distances
**Camera Parameters**:
- `target` - Point camera looks at (world coordinates)
- `radius` - Distance from target
- `theta` - Horizontal rotation angle (degrees)
- `phi` - Vertical rotation angle (degrees)
**Matrix Calculation**:
1. Convert spherical coordinates to Cartesian (eye position)
2. Calculate view direction and up vector
3. Build view matrix via `mat4LookAt()`
4. Build orthographic projection matrix based on radius and aspect ratio
5. Combine: `viewProj = projection × view`
### Instanced Rendering
Each unique block variant gets its own instanced mesh:
```
Geometry (positions, normals, UVs, tints, shades)
↓
Instance Data
├── Matrix[] (16 floats each) - World transformation
└── Color[] (3 floats each) - Redstone power tint
↓
GPU Buffer (VBO)
↓
DrawElementsInstanced()
```
This allows thousands of blocks to be rendered in a single draw call.
### Texture Atlasing
All block textures are packed into a single canvas:
```
16×16px blocks
↓
Atlas Canvas (256×256px default)
├── Cell 0: block_0.png
├── Cell 1: block_1.png
├── Cell 2: block_2.png
└── ...
↓
UV Map
├── u, v (cell position)
└── du, dv (cell size)
```
Texture loading is **asynchronous** but **synchronous fallback** is provided:
- Renderer immediately gets UV coordinates
- Texture data loads in background
- Fallback texture (black silhouette) shown until loaded
---
## Interactive Element Design
### Accessibility First
Dioramas must work without JavaScript:
```html
<!-- Without JS: plain text world definition -->
<mc-diorama>
<script type="text/mc-world">
p 0 0 0 dropper...
</script>
</mc-diorama>
<!-- With JS: interactive canvas -->
<mc-diorama>
<canvas width="800" height="600"></canvas>
</mc-diorama>
```
### Performance Optimizations
1. **Lazy rendering** - Only update when content changes
2. **Visibility culling** - Skip off-screen dioramas
3. **State preservation** - Only rebuild meshes when blocks change
4. **Texture batching** - Single texture bind for all blocks
5. **Instanced drawing** - One draw call per block type
### Mobile-First Interaction
**Touch Handling**:
- 200ms delay before engaging (allows scroll detection)
- 1-finger: orbit (doesn't interfere with page scroll)
- 2-finger: pan + zoom (pinch gesture)
- Touch doesn't block page scroll unless clearly interacting
**Scroll Delegation**:
```javascript
canvas.addEventListener('touchstart', e => {
// Check if user is trying to scroll
if (maxTouchDistance < 10px) {
// Let browser handle scroll
return;
}
// Engage diorama interaction
e.preventDefault();
});
```
---
## Extensibility
### Adding New Block Types
1. **Blockstate JSON** - Define block variants in `public/assets/minecraft/blockstates/`
2. **Model JSON** - Define geometry in `public/assets/minecraft/models/`
3. **Texture PNG** - Add texture image in `public/assets/minecraft/textures/`
The system automatically discovers and loads these assets.
### Adding New Diorama Features
The controller system is designed for easy extension:
```javascript
class SpacetimeController {
constructor(diorama, options = {}) {
this.opts = {orbit: true, pan: true, zoom: true, ...options};
// Add new options here
}
}
```
New features can be added as optional behaviors without breaking existing dioramas.
---
## Development Workflow
### Running Locally
```bash
mise run dev
# Opens browser at localhost:5173
# Automatically reloads on changes to .typ or src/**/*
```
### Building for Production
```bash
mise run build
# Compiles Typst to .typ-bundle/
# Bundles with Vite to dist/
```
### Debugging
**Enable debug redraw**:
```javascript
window.mcEngine.debug_redraw = true;
// Highlights regions that are being redrawn
```
**Check resource loading**:
```javascript
window.mcEngine.cache.data
// Shows all loaded resources
```
**Inspect frame state**:
```javascript
const frame = document.querySelector('mc-diorama').frame;
console.log(frame.blocks, frame.currentTime);
```
---
## Future Architecture Changes
The JavaScript API is intentionally unstable. Planned changes:
1. **Component system** - Move from custom elements to framework components
2. **WebAssembly rendering** - Potential Rust/WASM renderer for better performance
3. **TypeScript migration** - Improve type safety and IDE support
4. **Animation system** - More sophisticated timeline interpolation
5. **Shader effects** - Enhanced visual feedback (glows, particles, etc.)
These changes won't break the Typst authoring experience—the diorama content format will remain the same.
---
## References
- Typst documentation: https://typst.app/docs
- WebGL2 documentation: https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API
- Minecraft Java Edition documentation: https://minecraft.wiki/w/Java_Edition
- Instanced rendering: https://learnopengl.com/Advanced-OpenGL/Instancing