--- description: Editor tools structure in apps/editor globs: apps/editor/components/tools/** alwaysApply: false --- # Tools Tools are React components that capture user input (pointer, keyboard) and translate it into `useScene` mutations. They live exclusively in `apps/editor/components/tools/`. ## Lifecycle `ToolManager` reads `useEditor` (phase + mode + tool) and mounts the active tool component. When the tool changes, the old component unmounts, cleaning up any transient state. See @apps/editor/components/tools/tool-manager.tsx. ## Tool Categories by Phase **Site** - `site-boundary-editor` — draw/edit property boundary polygon **Structure** - `wall-tool` — draw walls segment by segment - `slab-tool` + `slab-boundary-editor` + `slab-hole-editor` - `ceiling-tool` + `ceiling-boundary-editor` + `ceiling-hole-editor` - `roof-tool` - `door-tool` + `door-move-tool` - `window-tool` + `window-move-tool` - `item-tool` + `item-move-tool` - `zone-tool` + `zone-boundary-editor` **Furnish** - `item-tool` — place furniture **Shared utilities** - `polygon-editor` — reusable boundary/hole editing logic - `cursor-sphere` — 3D cursor visualisation ## Pattern ```tsx // apps/editor/components/tools/my-tool/index.tsx import { useScene } from '@pascal-app/core' import { useEditor } from '../../store/use-editor' export function MyTool() { const createNode = useScene(s => s.createNode) const setTool = useEditor(s => s.setTool) // Pointer handlers mutate the scene store directly. // No local geometry — use a renderer for any preview mesh. return ( {/* ghost / preview geometry only */} ) } ``` ## Rules - **Tools only mutate `useScene`** — they do not call Three.js APIs directly. - **No business logic in tools** — delegate geometry/constraint rules to core systems. - **Preview geometry is local** — transient meshes shown while a tool is active live in the tool component, not in the scene store. - **Clean up on unmount** — remove any pending/incomplete nodes when the tool unmounts. - **Tools must not import from `@pascal-app/viewer`** — use the scene store and core hooks only. - Each tool should handle a single, well-scoped interaction. Split complex tools (e.g. "draw + move") into separate components selected by `useEditor`. ## Adding a New Tool 1. Create `apps/editor/components/tools//index.tsx`. 2. Register the tool in `ToolManager` under the correct phase and mode. 3. Add the tool identifier to the `useEditor` tool union type. 4. If the tool requires new node types, add schema + renderer + system first.