--- description: Node renderer pattern in packages/viewer globs: packages/viewer/** alwaysApply: false --- # Renderers Renderers live in `packages/viewer/src/components/renderers/`. Each renderer is responsible for one node type's Three.js geometry and materials — nothing else. ## Dispatch Chain ``` — iterates rootNodeIds from useScene └─ — switches on node.type, renders the matching component └─ — (or SlabRenderer, DoorRenderer, …) ``` See @packages/viewer/src/components/renderers/scene-renderer.tsx and @packages/viewer/src/components/renderers/node-renderer.tsx. ## Renderer Responsibilities A renderer **should**: - Read its node from `useScene` via the node's ID - Register its mesh(es) with `useRegistry()` so other systems can look them up - Subscribe to pointer events via `useNodeEvents()` - Render geometry and apply materials based on node properties A renderer **must not**: - Run geometry generation logic (that belongs in a System) - Import anything from `apps/editor` - Manage selection state directly (use `useViewer` for read, emit events for write) - Perform expensive per-frame calculations in the component body ## Example — Minimal Renderer ```tsx // packages/viewer/src/components/renderers/my-node/index.tsx import { useRegistry } from '@pascal-app/core' import { useNodeEvents } from '../../hooks/use-node-events' import { useScene } from '@pascal-app/core' export function MyNodeRenderer({ node }: { node: MyNode }) { const ref = useRef(null!) useRegistry(node.id, 'my-node', ref) // 3 args: id, type, ref — no return value const events = useNodeEvents(node, 'my-node') return ( ) } ``` ## Adding a New Node Type 1. Create `packages/viewer/src/components/renderers//index.tsx` 2. Add a case to `NodeRenderer` in `node-renderer.tsx` 3. Add the corresponding system in `packages/core/src/systems/` if the node needs derived geometry 4. Export from `packages/viewer/src/index.ts` if needed externally ## Performance Notes - Use `useMemo` for geometry that depends on node properties — avoid recreating on every render. - For complex cutout or boolean geometry, delegate to a System (e.g. `WallCutout`). - Register one mesh per node ID; if a renderer spawns multiple meshes, use a group ref or pick the primary one for registry.