# 90 - Text & Annotations Tools (TASK-034)

**Date:** 2025-12-04
**Version:** 1.30.0
**Status:** Done

---

## Summary

Implemented text tools for 3D typography and annotations. Essential for architectural visualization, signage, logo creation, dimension labels, and game UI elements.

---

## Changes

### New Files Created

**Server-side (4 layers):**
- `server/domain/tools/text.py` - Abstract interface `ITextTool`
- `server/application/tool_handlers/text_handler.py` - RPC handler implementation
- `server/adapters/mcp/areas/text.py` - MCP tool definitions with semantic tags

**Blender Addon:**
- `blender_addon/application/handlers/text.py` - Blender API implementation

**Tests:**
- `tests/unit/tools/text/__init__.py`
- `tests/unit/tools/text/test_text_tools.py` - Unit tests for all text tools
- `tests/e2e/tools/text/__init__.py`
- `tests/e2e/tools/text/test_text_tools.py` - E2E workflow tests

### Files Modified

- `server/infrastructure/di.py` - Added `get_text_handler()` provider
- `server/adapters/mcp/dispatcher.py` - Added text tools to router dispatcher
- `blender_addon/__init__.py` - Added TextHandler and RPC registrations
- `_docs/AVAILABLE_TOOLS_SUMMARY.md` - Added Text Tools section
- `README.md` - Updated text tools status and autoApprove lists

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## Tools Implemented

| Tool | Semantic Tags | Description |
|------|---------------|-------------|
| `text_create` | `[OBJECT MODE][SCENE]` | Creates 3D text object with optional extrusion and bevel |
| `text_edit` | `[OBJECT MODE]` | Edits text object content and properties |
| `text_to_mesh` | `[OBJECT MODE][DESTRUCTIVE]` | Converts text to mesh for game export |

---

## Features

### text_create
- Custom text content and name
- Location positioning
- Font loading from .ttf/.otf files
- Size control (default 1.0)
- Extrusion depth for 3D text
- Bevel depth and resolution for rounded edges
- Horizontal alignment: LEFT, CENTER, RIGHT, JUSTIFY, FLUSH
- Vertical alignment: TOP, TOP_BASELINE, MIDDLE, BOTTOM_BASELINE, BOTTOM

### text_edit
- Modify text content (body)
- Adjust size, extrude, bevel parameters
- Change alignment
- Reports unchanged when no parameters provided

### text_to_mesh
- Converts text (FONT type) to mesh geometry
- Optional keep_original to preserve text object
- Required for game engine export (text objects don't export)
- Required for mesh editing operations

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## Example: 3D Logo Workflow

```python
# 1. Create text with extrusion
text_create(text="LOGO", name="MyLogo", size=2.0, align_x="CENTER")

# 2. Add 3D depth and bevel
text_edit(object_name="MyLogo", extrude=0.3, bevel_depth=0.02, bevel_resolution=2)

# 3. Convert to mesh for export
text_to_mesh(object_name="MyLogo")

# 4. Export to game engine
export_glb(filepath="/tmp/logo.glb")
```

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## Alignment Options

### Horizontal (align_x)
| Value | Description |
|-------|-------------|
| `LEFT` | Left-aligned (default) |
| `CENTER` | Center-aligned |
| `RIGHT` | Right-aligned |
| `JUSTIFY` | Justified text |
| `FLUSH` | Flush text |

### Vertical (align_y)
| Value | Description |
|-------|-------------|
| `TOP` | Top-aligned |
| `TOP_BASELINE` | Top baseline |
| `CENTER` | Center-aligned (middle) |
| `BOTTOM_BASELINE` | Bottom baseline (default) |
| `BOTTOM` | Bottom-aligned |

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## Testing

- **Unit tests** - Tests for all tools with MagicMock
- **E2E tests** - Complete workflow tests (requires running Blender)
- **Test cases include:**
  - Default creation
  - Custom location, size, extrude, bevel
  - Alignment options
  - Invalid alignment handling
  - Text editing (content, size, properties)
  - Mesh conversion with/without keeping original
  - Complete 3D text workflow

---

## RPC Commands

| Command | Handler Method |
|---------|----------------|
| `text.create` | `TextHandler.create` |
| `text.edit` | `TextHandler.edit` |
| `text.to_mesh` | `TextHandler.to_mesh` |

---

## Related Tasks

- **TASK-034-1:** text_create ✅
- **TASK-034-2:** text_edit ✅
- **TASK-034-3:** text_to_mesh ✅
