key skills
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---
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description: Core and viewer systems architecture
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globs: packages/core/src/systems/**,packages/viewer/src/systems/**
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alwaysApply: false
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---
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# Systems
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Systems own business logic, geometry generation, and constraints. They run in the Three.js frame loop and are never rendered directly.
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## Two Kinds of Systems
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### Core Systems — `packages/core/src/systems/`
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Pure logic: no rendering, no Three.js objects. They read nodes from `useScene`, compute derived values (geometry, constraints), and write results back.
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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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### 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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| System | Responsibility |
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|---|---|
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| `LevelSystem` | Stacked / exploded / solo / manual level positions |
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| `WallCutout` | Cuts door/window holes in wall geometry |
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| `ZoneSystem` | Zone display and label placement |
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| `InteractiveSystem` | Item toggles and sliders in the scene |
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| `GuideSystem` | Temporary helper geometry |
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| `ScanSystem` | Point cloud rendering |
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## Pattern
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Systems are React components that render nothing (`return null`) and use `useFrame` for per-frame logic.
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```tsx
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// packages/core/src/systems/my-system.tsx
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import { useFrame } from '@react-three/fiber'
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import { useScene } from '../store/use-scene'
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export function MySystem() {
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const nodes = useScene(s => s.nodes)
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useFrame(() => {
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// compute and write back derived state
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})
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return null
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}
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```
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Core and viewer systems are mounted inside `<Viewer>` alongside renderers. See @packages/viewer/src/components/viewer/index.tsx for the mount order.
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**Systems are a customization point.** Any consumer of `<Viewer>` — the editor app, an embed, a read-only preview — can inject its own systems as children. This is how editor-specific behaviour (space detection, tool feedback) is added without touching the viewer package.
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## Rules
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- **Core systems must not import Three.js** — they work with plain data.
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- **Viewer systems must not contain business logic** — delegate to core if the rule is domain-level.
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- **Never duplicate logic** between a system and a renderer — if the renderer needs it, the system should compute and store it, and the renderer reads the result.
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- Systems should be **idempotent**: given the same nodes, they produce the same output.
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- Mark nodes as `dirty` in the scene store to signal that a system should re-run. Avoid running expensive logic every frame without a dirty check.
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## Adding a New System
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1. Decide the scope:
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- **Domain logic** → `packages/core/src/systems/`
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- **Viewer rendering side-effect** → `packages/viewer/src/systems/` — mount in `packages/viewer/src/components/viewer/index.tsx`
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- **Editor-specific or integration-specific** → keep it in the consuming app (e.g. `apps/editor/components/systems/`) and inject it as a child of `<Viewer>`
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2. Create `<name>-system.tsx` in the appropriate directory.
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3. Mount it in the right place:
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- Viewer-internal systems go in `packages/viewer/src/components/viewer/index.tsx`
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- App-specific systems are injected as children from outside:
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```tsx
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// apps/editor — editor injects its own systems without modifying the viewer
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<Viewer>
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<MyEditorSystem />
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<ToolManager />
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</Viewer>
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```
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4. If the system must run before renderers, place it earlier in the JSX tree.
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