# Lane J — Workshop editor (drop-in asset fitting + export) **Owns:** `src/editor/`, `editor.html` (repo root, sibling of index.html), `demos/lane-j.html`, `src/demo/lane-j.ts`. **Never touches:** contracts, world, game, main, package.json, other lanes' dirs. Depends on Lane I's `src/assets/` API (manifest.ts, registry.ts) — it runs in a parallel worktree, so code against the INTERFACES specified in lanes/LANE-I-asset-runtime.md §Deliverables 1-2 exactly; integration reconciles. No new deps (GLTFLoader ships inside three). ## Mission A browser page where John drags his own GLB files onto game-object slots, fits them (offset/rotation/scale), sees them ON the real course, saves them locally so the LIVE game uses them instantly, and exports a manifest for committing. docs/WORKSHOP-PLAN.md is the product spec — read it first. ## Deliverables 1. `editor.html` + `src/editor/main.ts` — three-panel layout (CSS grid, no framework): - **Slots panel (left):** every slot from the plan's table with status (procedural / custom / override-active). Click selects. - **Stage (center):** the greybox course + idle machine visuals (import the real builders; physics optional — a static scene is fine, but reuse real meshes so fits are truthful). OrbitControls (three/examples/jsm). Selected slot's object gets an outline/pulse. Camera-focus button per slot. - **Fit panel (right):** for the selected slot — drop zone ("drop .glb"), numeric inputs + sliders for offset xyz / rotation xyz / uniform scale, reset-to-procedural button, and for `blob.body` the paintability report (uvOk / tris / materials) with a red warning banner when uvOk=false. 2. Drag-drop flow: File API → store blob in IndexedDB (`blobbo-workshop`/`blobs`), manifest entry url `idb:` → registry hot-swaps the stage object live. 3. **Save locally** — writes the working manifest to the IndexedDB override the game reads (Lane I load order). **Export** — downloads `manifest.json` (idb urls flagged with a "commit the .glb files to assets/live/ and change urls" note in the download's `_readme` field). **Clear overrides** button. 4. **Test drive** — button that opens `/blobbo/` in a new tab (overrides are in IndexedDB, so the live game picks them up — say so in the UI). 5. Ship-it help card: Blender conventions from the plan doc + "to make it permanent: assets/live/ + manifest.json + redeploy". 6. Demo `demos/lane-j.html`: the editor booted with a scripted fake-drop of `assets/meshes/prop-spring-boot.glb` onto `machine.boot` (fetch → same code path as a real drop), asserting the stage object swapped and the exported manifest round-trips. ## Acceptance - `npm run build` green (editor.html added to YOUR OWN vite input? NO — you can't edit vite.config.ts; note it as friction, integration adds the input). - Demo's scripted drop swaps the stage mesh and the export round-trips (parse the downloaded JSON blob in-page and deep-equal it). - Fit controls visibly transform the object; values persist through slot switches; reset restores procedural. - blob.body drop with the farm blobbo GLB shows the paintability report. - Overrides survive reload (IndexedDB), and Clear removes them. - Zero console errors on an empty session (no drops, all procedural). ## UX bar This is John's tool: label everything in plain words, no dev jargon on screen. It should feel like a toy, not an IDE — big drop targets, instant feedback, one obvious happy path (pick slot → drop file → nudge sliders → Save locally → Test drive).