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editor/wiki/architecture/renderers.md
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Wassim SAMADandClaude Opus 4.7 cf07fcaa97 Restructure agent config: unified .agents/skills + wiki/architecture
Replace per-tool rule trees (.cursor/rules, .claude/rules, .codex/rules)
with a single wiki/architecture/ source — 11 pages + README — readable
as plain markdown by any agent. Canonical skills live in .agents/skills/;
.claude/skills, .cursor/skills, .codex/skills are directory symlinks.

AGENTS.md is the entrypoint (rewritten as a lean overview, no per-tool
path lists). CLAUDE.md, GEMINI.md, and .github/copilot-instructions.md
all point to it.

Add open-pr skill (uses .github/pull_request_template.md as the source
of truth for the PR body) and remove the dangling .claude/CLAUDE.md
relative symlink.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 09:51:25 -04:00

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Markdown

# Renderers
*Node renderer pattern in `packages/viewer`.*
Applies to: `packages/viewer/**`.
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
```
<SceneRenderer> — iterates rootNodeIds from useScene
└─ <NodeRenderer> — switches on node.type, renders the matching component
└─ <WallRenderer> — (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<Mesh>(null!)
useRegistry(node.id, 'my-node', ref) // 3 args: id, type, ref — no return value
const events = useNodeEvents(node, 'my-node')
return (
<mesh ref={ref} {...events}>
<boxGeometry args={[node.width, node.height, node.depth]} />
<meshStandardMaterial color={node.color} />
</mesh>
)
}
```
## Adding a New Node Type
1. Create `packages/viewer/src/components/renderers/<type>/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.