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# Selection Managers
*Two-layer selection architecture: viewer manager (hierarchy) + editor manager (phase-aware).*
Applies to: `packages/viewer/src/components/viewer/selection-manager.tsx`, `apps/editor/components/editor/selection-manager.tsx`.
There are two selection managers. They are separate components, not the same component configured differently.
| Component | Location | Knows about |
|---|---|---|
| `SelectionManager` | `packages/viewer/src/components/viewer/selection-manager.tsx` | Viewer state only |
| `SelectionManager` (editor) | `apps/editor/components/editor/selection-manager.tsx` | Phase, mode, tool state |
The viewer's manager is the default. The editor mounts its own manager as a child of `<Viewer>`, overriding the default behaviour via the viewer-isolation pattern.
---
## How Selection Works
**Event flow:**
```
useNodeEvents(node, type) on a renderer mesh
→ emitter.emit('wall:click', NodeEvent)
→ SelectionManager listens via emitter.on(…)
→ calls useViewer.setSelection(…)
→ outliner sync re-runs → Three.js outline updates
```
`useNodeEvents` returns R3F pointer handlers. Spread them onto the mesh:
```tsx
const events = useNodeEvents(node, 'wall')
return <mesh ref={ref} {...events} />
```
Events are suppressed during camera drag (`useViewer.getState().cameraDragging`).
---
## Viewer Selection Manager
Hierarchical path: **Building → Level → Zone → Elements**
At each level, only the next tier is selectable. Clicking outside deselects. The path is stored in `useViewer`:
```ts
type SelectionPath = {
buildingId: string | null
levelId: string | null
zoneId: string | null
selectedIds: string[] // walls, items, slabs, etc.
}
```
`setSelection` has a hierarchy guard: setting `levelId` without `buildingId` resets children. Use `resetSelection()` to clear everything.
Multi-select: `Ctrl/Meta + click` toggles an ID in `selectedIds`. Regular click replaces it.
---
## Editor Selection Manager
Extends selection with phase awareness from `useEditor`. The viewer's `SelectionManager` is **not** mounted in the editor; this one takes its place (injected as a child of `<Viewer>`).
```
phase: 'site' → selectable: buildings
phase: 'structure' → selectable: walls, zones, slabs, ceilings, roofs, doors, windows
structureLayer: 'zones' → only zones
structureLayer: 'elements' → all structure types
phase: 'furnish' → selectable: furniture items only
```
Clicking a node of a different phase auto-switches the phase. Double-click drills into a context level.
In Select mode, 3D and 2D canvas selection share the same modifier vocabulary:
- `Ctrl/Meta + click` toggles the clicked object in `selectedIds`.
- `Shift + click` also toggles the clicked canvas object so users can multi-select from
either viewport. The scene graph keeps file-browser semantics: `Shift + click` selects
the visible range between the last selected row and the clicked row.
- `Ctrl/Meta + left-drag` on a selected movable object starts direct move from the canvas.
- `Ctrl/Meta + right-drag` on a selected rotatable object starts direct rotation from the
canvas. Rotation snaps to the default angle increment unless Shift is held during the
drag.
The floating helper in `packages/editor/src/components/ui/helpers/helper-manager.tsx`
mirrors these rules from current selection state and held modifiers. Keep that helper and
the shortcut dialog in sync when changing selection gestures.
---
## Rules
- **Never add selection logic to renderers.** Renderers spread `useNodeEvents` events and stop there. All selection decisions live in the selection manager.
- **Never add editor phase logic to the viewer's SelectionManager.** Phase, mode, and tool awareness belong exclusively in the editor's selection manager.
- **`useViewer` is the single source of truth for selection state.** Both managers read and write through `setSelection` / `resetSelection`. Nothing else should mutate `selection` directly.
- **Outliner arrays are mutated in-place** (not replaced) for performance. Don't assign new arrays to `outliner.selectedObjects` or `outliner.hoveredObjects`.
- **Hover is a separate scalar** (`hoveredId: string | null`), not part of `selectedIds`. Update it via `setHoveredId`.
---
## Adding Selectability to a New Node Type
1. Add the type to `SelectableNodeType` in the viewer store / selection manager.
2. Make sure its renderer calls `useNodeEvents(node, type)` and spreads the handlers.
3. Add a case to whichever selection strategy needs it (viewer hierarchy level or editor phase).
4. Ensure `useRegistry` is called in the renderer so the outliner can highlight it.