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>
2.5 KiB
2.5 KiB
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
useScenevia 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
useViewerfor read, emit events for write) - Perform expensive per-frame calculations in the component body
Example — Minimal Renderer
// 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
- Create
packages/viewer/src/components/renderers/<type>/index.tsx - Add a case to
NodeRendererinnode-renderer.tsx - Add the corresponding system in
packages/core/src/systems/if the node needs derived geometry - Export from
packages/viewer/src/index.tsif needed externally
Performance Notes
- Use
useMemofor 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.