Files
de13119f86 docs(wiki): vertical-model architecture page; drop stale SlabSystem rows (#528)
Documents the shipped vertical building model (#526): stored truth table,
resolution helpers, clamp rules, pointer-decided placement, the load
migration that lives in migrateNodes indefinitely, and the gotchas. The
systems tables stop listing the deleted SlabSystem and point at the
registry geometry path instead.

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 14:44:03 -04:00

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# Systems
*Core and viewer systems architecture.*
Applies to: `packages/core/src/systems/**`, `packages/viewer/src/systems/**`.
Systems own business logic, geometry generation, and constraints. They run in the Three.js frame loop and are never rendered directly.
> **For registry-driven kinds, prefer no per-kind system.** If your kind's only job is "rebuild geometry on dirty", set `def.geometry` and let the framework's `<GeometrySystem>` handle the rebuild loop. Per-kind systems remain for *extra* responsibilities — animations, cross-kind dirty cascades, named-mesh material poking. See [node-definitions.md](node-definitions.md).
## Two Kinds of Systems
### Core Systems — `packages/core/src/systems/`
Pure logic: no rendering, no Three.js objects. They read nodes from `useScene`, compute derived values (geometry, constraints), and write results back.
| System | Responsibility |
|---|---|
| `WallSystem` | Wall mitering, corner joints |
| `CeilingSystem` | Polygon-based ceiling generation |
| `RoofSystem` | Pitched roof shape |
| `DoorSystem` | Placement constraints on walls |
| `WindowSystem` | Placement constraints on walls |
| `ItemSystem` | Item transforms, collision |
Slab geometry has no dedicated system: it renders through the registry `def.geometry` (`packages/nodes/src/slab/geometry.ts`, calling the pure generators in `packages/viewer/src/systems/slab/slab-system.tsx`) with a small `def.system` for dirty tracking.
### Viewer Systems — `packages/viewer/src/systems/`
Access Three.js objects (via `useRegistry`) and manage rendering side-effects.
| System | Responsibility |
|---|---|
| `LevelSystem` | Stacked / exploded / solo / manual level positions |
| `WallCutout` | Cuts door/window holes in wall geometry |
| `ZoneSystem` | Zone display and label placement |
| `InteractiveSystem` | Item toggles and sliders in the scene |
| `GuideSystem` | Temporary helper geometry |
| `ScanSystem` | Point cloud rendering |
## Pattern
Systems are React components that render nothing (`return null`) and use `useFrame` for per-frame logic.
```tsx
// packages/core/src/systems/my-system.tsx
import { useFrame } from '@react-three/fiber'
import { useScene } from '../store/use-scene'
export function MySystem() {
const nodes = useScene(s => s.nodes)
useFrame(() => {
// compute and write back derived state
})
return null
}
```
Core and viewer systems are mounted inside `<Viewer>` alongside renderers. See `packages/viewer/src/components/viewer/index.tsx` for the mount order.
**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.
## Rules
- **Core systems must not import Three.js** — they work with plain data.
- **Viewer systems must not contain business logic** — delegate to core if the rule is domain-level.
- **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.
- Systems should be **idempotent**: given the same nodes, they produce the same output.
- 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.
## Adding a New System
1. Decide the scope:
- **Domain logic** → `packages/core/src/systems/`
- **Viewer rendering side-effect** → `packages/viewer/src/systems/` — mount in `packages/viewer/src/components/viewer/index.tsx`
- **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>`
2. Create `<name>-system.tsx` in the appropriate directory.
3. Mount it in the right place:
- Viewer-internal systems go in `packages/viewer/src/components/viewer/index.tsx`
- App-specific systems are injected as children from outside:
```tsx
// apps/editor — editor injects its own systems without modifying the viewer
<Viewer>
<MyEditorSystem />
<ToolManager />
</Viewer>
```
4. **Mount order matters.** Most viewer systems run *after* renderers in the JSX tree — they consume `sceneRegistry` data that renderers populate on mount. Only place a system before renderers if it explicitly does not read the registry.