Files
editor/wiki/architecture/node-definitions.md
T
Wassim SAMADandClaude Opus 4.7 7b946ce8b7 wiki: add node-definitions doc for three-checkbox composition model
New page covering the geometry/renderer/system trio that registry-driven
kinds opt into. Documents:

- The three optional fields on NodeDefinition and when each applies
- Generic <GeometrySystem> + <ParametricNodeRenderer> runtime
- GeometryContext shape (resolve / children / siblings / parent)
- Combination matrix for shelf / spawn / zone / door / window / GLB items
- Migration recipe from custom renderer+system files to def.geometry
- Rules around purity, dispose-on-rebuild, register-once

renderers.md and systems.md gain "prefer registry-driven" banners and
link out to the new page. Architecture README adds the page to the
index so review-architecture skill picks it up.

The pattern was validated by the shelf spike: inline-JSX geometry was
visibly laggy on parametric edits; moving to a per-kind system reading
dirtyNodes (mirroring door/wall/item) restored smoothness. The three-
checkbox model generalises that win so most future kinds need only a
pure geometry function.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 08:29:54 -04:00

10 KiB

Node definitions

The registry-driven composition model for node kinds.

Applies to: packages/core/src/registry/, packages/nodes/src/<kind>/, packages/viewer/src/components/viewer/{registered-systems.tsx,node-renderer.tsx}.

A node kind — shelf, wall, door, item, spawn, zone — is described by a NodeDefinition registered with nodeRegistry. The definition is plain data + lazy module references. Three optional fields decide how the kind appears in the scene at runtime; pick whichever combination matches the kind's needs.

This page covers those three fields. For the broader registry contract (schemas, capabilities, parametrics, MCP), see the registry plan in the private repo.

The three-checkbox model

Field Purpose Pick it when
geometry?: (node, ctx) => Object3D Pure builder. Returns the meshes for this node. The kind has parametric meshes that should rebuild when updateNode runs.
renderer?: () => Promise<{ default: ComponentType<{ node }> }> Optional custom React component. Owns mesh creation. The kind needs JSX-only features: <Html>, useGLTF, drei helpers, instancing, TSL shader materials, R3F portals.
system?: () => Promise<{ default: ComponentType }> Optional per-frame component (useFrame returning null). The kind needs imperative work per frame: animations, opacity transitions, named-mesh material poking, cross-kind dirty cascades.

The three fields are independent. There is no discriminator tag — presence is participation:

// shelf — pure geometry, no React, no per-frame work
export const shelfDefinition: NodeDefinition<typeof ShelfNode> = {
  // ...
  geometry: buildShelfGeometry,         // pure function in geometry.ts
}

// zone — built once via React (uses <Html>), animated per-frame via system
export const zoneDefinition: NodeDefinition<typeof ZoneNode> = {
  // ...
  renderer: () => import('./renderer'),  // composes <Html> + TSL materials
  system: { module: () => import('./system') },  // pokes uniforms per frame
}

// door — pure geometry + animation system
export const doorDefinition: NodeDefinition<typeof DoorNode> = {
  // ...
  geometry: buildDoorGeometry,
  system: { module: () => import('./animation') },  // advances operationState
}

Runtime: how the three fields are wired

Two framework components live in packages/viewer/src/components/viewer/:

  • <NodeRenderer> chooses what React mounts for a node:
    1. If def.renderer is set → mount the custom renderer.
    2. Otherwise → mount <ParametricNodeRenderer> — a thin empty <group> that registers with sceneRegistry, attaches pointer handlers via useNodeEvents, reads useLiveTransforms for drag overrides, and calls useScene.getState().markDirty(node.id) on mount.
  • <GeometrySystem> runs every frame:
    1. Read dirtyNodes from useScene.
    2. For each dirty node whose kind has def.geometry, look up the registered Group from sceneRegistry, build a GeometryContext, call def.geometry(node, ctx), dispose old children, attach the new ones, call clearDirty(id).
    3. Kinds with no def.geometry are skipped — their custom def.renderer handles geometry on its own.

Per-kind def.system components mount alongside via <RegisteredSystems>. They run their own useFrame and can mark nodes dirty, address meshes by getObjectByName, advance animation state, etc. They run in addition to GeometrySystem, not instead of it.

GeometryContext

The second arg to geometry() is scene read access for builders that reference other nodes by ID. Most kinds ignore it.

type GeometryContext = {
  resolve: <N = AnyNode>(id: AnyNodeId) => N | undefined
  children: AnyNode[]    // resolved children of this node
  siblings: AnyNode[]    // same kind, same parent (drives wall mitering)
  parent: AnyNode | null
}
  • Shelf, spawn, item, column, fence segment — builder reads only node. ctx argument unused.
  • Wallctx.siblings for corner mitering with adjacent walls. ctx.children for cutout footprints (doors / windows hosted on the wall).
  • Door / windowctx.parent for parent-wall thickness, so the frame depth lines up with the wall it's cut into.

GeometryContext exists so builders stay pure (no useScene import, no store mutation) and trivially unit-testable. The generic <GeometrySystem> builds ctx from the current scene snapshot once per dirty node; the cost is a few Map.get calls.

For level-scoped batch data (wall mitering across an entire level), ctx can be extended with ctx.levelData?.miters in a future revision — decided alongside the wall migration (Phase 3 of the registry plan).

Choosing the right combination

geometry only

Use this when the kind's meshes are a pure function of its node data. Shelf, spawn, item, column, fence segment, wall, door (geometry side), window (geometry side).

// packages/nodes/src/shelf/geometry.ts
export function buildShelfGeometry(node: ShelfNode): Group {
  const group = new Group()
  group.add(buildTopBoard(node))
  group.add(buildBracket(node, -1))
  group.add(buildBracket(node, +1))
  return group
}

// packages/nodes/src/shelf/definition.ts
export const shelfDefinition: NodeDefinition<typeof ShelfNode> = {
  // ...
  geometry: buildShelfGeometry,
}

No renderer.tsx, no system.tsx. The generic renderer mounts an empty group, the generic system fills it.

renderer only (no geometry, no system)

Use this when the kind composes its scene via JSX-only features and never needs imperative per-frame work. GLB-backed items, kinds that mount drei helpers.

// packages/nodes/src/<kind>/renderer.tsx
import { useGLTF } from '@react-three/drei'
import { useRegistry } from '@pascal-app/core'
import { useNodeEvents } from '@pascal-app/viewer'

const FurnitureRenderer = ({ node }: { node: FurnitureNode }) => {
  const ref = useRef<Group>(null!)
  const { scene } = useGLTF(node.asset.url)
  const handlers = useNodeEvents(node, 'furniture')
  useRegistry(node.id, 'furniture', ref)
  return <primitive object={scene.clone()} ref={ref} {...handlers} />
}

No def.geometry — geometry is the GLB. No def.system — there's nothing to animate.

renderer + system (no geometry)

Use this when the kind's tree contains React-only primitives (e.g. <Html>) and needs per-frame imperative work that doesn't rebuild geometry. Zone.

The renderer composes the tree once. The system pokes uniforms / opacity / transforms by name:

// renderer.tsx
<group ref={ref} {...handlers}>
  <Html name="label" position={centroid}>{node.name}</Html>
  <mesh name="floor" geometry={floorGeometry} material={floorMaterial} />
  <mesh name="walls" geometry={wallGeometry} material={wallMaterial} />
</group>

// system.tsx
useFrame(() => {
  sceneRegistry.byType.zone.forEach((id) => {
    const group = sceneRegistry.nodes.get(id) as Group
    const walls = group.getObjectByName('walls') as Mesh
    const material = walls.material as MeshBasicNodeMaterial
    material.userData.uOpacity.value = lerp(currentOpacity, targetOpacity, lerpSpeed)
  })
})

geometry + system

Use this when the kind has parametric geometry and extra responsibilities. Door, window.

  • geometry builds the visible meshes (frame, panels, hardware) as a pure function of node state + parent wall.
  • system advances animation (operationState), then calls markDirty(node.id) so the geometry system rebuilds on the next frame.

This split keeps animation state outside the node schema (it's ephemeral — lives in useInteractive) while still re-using the generic rebuild path.

Named meshes work in either pattern

Setting mesh.name = 'walls' is just a three.js property. A system targeting getObjectByName('walls') doesn't care whether the mesh was created in JSX (<mesh name="walls" />) or imperatively in a pure builder (mesh.name = 'walls'; group.add(mesh)). Use whichever fits the kind.

Migrating from custom renderer+system files to def.geometry

If your kind's current system only rebuilds geometry on dirty (no animations, no cascades, no material poking), it can collapse to a single def.geometry function:

  1. Extract the imperative updateXMesh(node, group) from the system into a pure buildXGeometry(node): Group in packages/nodes/src/<kind>/geometry.ts.
  2. Replace def.renderer with nothing — the framework's <ParametricNodeRenderer> covers it.
  3. Replace def.system with def.geometry: buildXGeometry.
  4. Delete renderer.tsx and system.tsx.

If the system also handles cascades, animations, or material updates, keep def.system and also set def.geometry — they run side by side.

Rules

  • Builders must be pure. No useScene import inside a def.geometry function. Read scene state via ctx. Mutating the store from a builder breaks idempotence.
  • One mesh registered per node ID. The generic renderer registers a single <group> per node. If a custom renderer mounts multiple meshes, register the parent group (or whichever object the system needs to address).
  • Custom systems run in addition to the generic system, not instead of it. A kind with def.geometry + def.system will see the generic system rebuild children on dirty AND the per-kind system run its useFrame. Plan priorities accordingly: door-animation runs at priority 2, geometry rebuild at priority 3.
  • Dispose on rebuild. The generic system disposes the previous children's geometry + material before swapping. Custom systems that imperatively add children must dispose what they replace, or accept the GPU-memory cost.
  • def.renderer overrides the generic renderer. Once you set it, you own the mount — <ParametricNodeRenderer> is not invoked. The generic geometry system still runs for the kind if def.geometry is set, so a custom renderer can register an empty group and let the system fill it.

See also

  • renderers.md — the legacy renderer pattern (still authoritative for kinds with custom def.renderer).
  • systems.md — per-kind systems, frame-priority ordering, and core/viewer split.
  • scene-registry.md — how sceneRegistry indexes nodes by ID and type.
  • Node registry plan (in private-editor) — the multi-phase migration that produced this model.