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>
86 lines
3.3 KiB
Markdown
86 lines
3.3 KiB
Markdown
# Events
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*Typed event bus — emitting and listening to node and grid events.*
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Applies to: `packages/core/src/events/**`, `packages/viewer/**`, `apps/editor/**`.
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The event bus (`emitter`) is a global `mitt` instance typed with `EditorEvents`. It decouples renderers (which emit) from selection managers and tools (which listen).
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**Source**: `packages/core/src/events/bus.ts`
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## Event Key Format
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```
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<nodeType>:<suffix>
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```
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Example keys: `wall:click`, `item:enter`, `door:double-click`, `grid:pointerdown`
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### Node Types
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`wall` `item` `site` `building` `level` `zone` `slab` `ceiling` `roof` `window` `door`
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### Suffixes
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```ts
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'click' | 'move' | 'enter' | 'leave' | 'pointerdown' | 'pointerup' | 'context-menu' | 'double-click'
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```
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The `grid:*` events fire when the user interacts with empty space (no node hit). They are **not** emitted by a mesh — `useGridEvents(gridY)` (`apps/editor/hooks/use-grid-events.ts`) manually raycasts against a ground plane and calls `emitter.emit('grid:click', …)`. Mount it in any tool or editor component that needs empty-space interactions.
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## NodeEvent Shape
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```ts
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interface NodeEvent<T extends AnyNode = AnyNode> {
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node: T // typed node that triggered the event
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position: [number, number, number] // world-space hit position
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localPosition: [number, number, number] // object-local hit position
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normal?: [number, number, number] // face normal, if available
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stopPropagation: () => void
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nativeEvent: ThreeEvent<PointerEvent>
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}
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```
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Grid events only carry `position` and `nativeEvent` (no `node`).
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## Emitting
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Renderers emit via `useNodeEvents` — never call `emitter.emit` directly in a renderer:
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```tsx
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// packages/viewer/src/hooks/use-node-events.ts
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const events = useNodeEvents(node, 'wall')
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return <mesh ref={ref} {...events} />
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```
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`useNodeEvents` converts R3F `ThreeEvent` into a `NodeEvent` and emits `wall:click`, `wall:enter`, etc. It suppresses events while the camera is dragging.
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## Listening
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Listen in a `useEffect`. Always clean up with `emitter.off` using the **same function reference**:
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```ts
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// Single event
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useEffect(() => {
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const handler = (e: WallEvent) => { /* … */ }
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emitter.on('wall:click', handler)
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return () => emitter.off('wall:click', handler)
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}, [])
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// Multiple node types, same handler
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useEffect(() => {
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const types = ['wall', 'slab', 'door'] as const
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const handler = (e: NodeEvent) => { /* … */ }
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types.forEach(t => emitter.on(`${t}:click`, handler as any))
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return () => types.forEach(t => emitter.off(`${t}:click`, handler as any))
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}, [])
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```
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See `apps/editor/components/editor/selection-manager.tsx` for a full multi-type listener example.
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## Rules
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- **Renderers only emit, never listen.** Listening belongs in selection managers, tools, or systems.
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- **Always clean up.** Forgetting `emitter.off` causes duplicate handlers and memory leaks.
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- **Use the same function reference** for `on` and `off`. Anonymous functions inside `useEffect` are fine as long as the ref is captured in the same scope.
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- **Don't use emitter for state.** It's for one-shot interaction events. Persistent state goes in `useScene`, `useViewer`, or `useEditor`.
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- **`stopPropagation`** prevents the event from being handled by overlapping listeners (e.g. a door on a wall). Call it when a handler should be the final consumer.
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