feat: IFC → Pascal converter (package + app)
Brings the IFC-to-Pascal converter into the monorepo as a pure-logic package plus a Next.js app, replacing the standalone repo that consumed published @pascal-app/* packages (and drifted from their schemas). packages/ifc-converter — pure conversion. Parses IFC via web-ifc and maps elements onto @pascal-app/core node schemas (workspace-linked, so no more version drift). Builds doors/windows, walls, slabs, columns, roofs, stairs, sites/buildings/levels. Validates each node via the real Zod schemas at build time (tryParse) and strips undefined metadata. apps/ifc-converter — the UI: drop zone, example picker, element search, JSON download, and a 3D preview rendered through the real @pascal-app/viewer (registry bootstrap + read-only scene) with a custom toolbar (camera/level/wall/grid/theme), level selector with camera-focus, auto-fit, and selection bridged to an inspector. Conversion specifics worth noting: - Door/window vertical centering (height/2; windows + sill). - Nearest-wall hosting fallback for files lacking IFCRELFILLSELEMENT, preferring walls long enough to contain the opening and clamping the along-wall position so cutouts can't overflow and break wall CSG. - Plain IFCWALL (Brep/mapped geometry) falls back to default height/thickness instead of collapsing to zero-height slivers. - Columns convert as plain structural shafts (no decorative base/capital) sized from the IFC profile. - Beams + items are skipped for now (no Pascal beam type; items need a catalog asset) — counted in the conversion summary. Large example IFCs are fetched from a public bucket at runtime; the four small ones are committed. web-ifc.wasm is copied into public/ on install/dev/build. README flags early-alpha + invites contributions. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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co-authored by
Claude Opus 4.7
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8505d6cdfa
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'use client'
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// Renders an IFC-derived scene graph through the real `@pascal-app/viewer`
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// (the same one the editor uses). The full `@pascal-app/editor` shell was
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// tried but its CSS expects a full-page layout that doesn't sit cleanly
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// inside the converter page; we use the bare Viewer + a custom toolbar
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// overlay instead.
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import { type AnyNode, type AnyNodeId, sceneRegistry, useScene } from '@pascal-app/core'
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import type { PascalSceneGraph } from '@pascal-app/ifc-converter'
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import { useViewer, Viewer } from '@pascal-app/viewer'
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import { CameraControls } from '@react-three/drei'
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import { useThree } from '@react-three/fiber'
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import { useCallback, useEffect, useRef, useState } from 'react'
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import { Box3, type Object3D, Vector3 } from 'three'
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// Structural subset of drei's CameraControls. We can't import the real
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// type because `camera-controls` is a transitive dep of `@react-three/drei`,
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// not a direct one.
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type CameraControlsImpl = {
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fitToBox: (
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target: Object3D,
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enableTransition: boolean,
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options?: {
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paddingTop?: number
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paddingBottom?: number
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paddingLeft?: number
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paddingRight?: number
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},
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) => Promise<unknown>
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getTarget: (out: Vector3) => Vector3
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moveTo: (x: number, y: number, z: number, enableTransition?: boolean) => Promise<unknown>
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}
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import { FitSceneButton, LevelSelector, PreviewToolbar } from './PreviewToolbar'
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interface PascalSceneViewerProps {
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sceneGraph: PascalSceneGraph
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className?: string
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/** Fired when the user clicks a node in the 3D view. */
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onSelectNode?: (nodeId: string | null) => void
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}
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// Inside the Canvas — watches the scene store and frames the camera onto
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// the rendered scene whenever a new model lands. Lives as a sibling of
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// `<CameraControls makeDefault />`, so `useThree(s => s.controls)` picks
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// up the active CameraControls instance.
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function AutoFit({ trigger }: { trigger: number }) {
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const sceneRoot = useThree((s) => s.scene)
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const controls = useThree((s) => s.controls) as CameraControlsImpl | null
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const lastFitRef = useRef(-1)
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useEffect(() => {
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if (!controls || trigger === lastFitRef.current) return
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// Defer two RAFs: the first commits the React tree, the second
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// gives the per-frame geometry systems (wall mitering, slab build,
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// floor-elevation lift) a tick to settle so the bounding box
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// measures the final meshes, not their pre-build placeholders.
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let cancelled = false
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let id1 = 0
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const id0 = requestAnimationFrame(() => {
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if (cancelled) return
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id1 = requestAnimationFrame(() => {
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if (cancelled) return
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const box = new Box3().setFromObject(sceneRoot)
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if (!box.isEmpty()) {
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controls.fitToBox(sceneRoot, true, {
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paddingTop: 1,
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paddingBottom: 1,
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paddingLeft: 1,
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paddingRight: 1,
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})
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lastFitRef.current = trigger
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}
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})
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})
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return () => {
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cancelled = true
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cancelAnimationFrame(id0)
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cancelAnimationFrame(id1)
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}
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}, [trigger, sceneRoot, controls])
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return null
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}
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// Inside the Canvas — when the selected level changes, glide the camera
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// target up/down to that level's elevation (the level group's world Y in
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// the scene registry), keeping the current orbit X/Z. Mirrors the
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// editor's CustomCameraControls level behaviour. Skips the initial
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// pre-selected level so it doesn't fight `<AutoFit>`'s first framing.
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function LevelFocus() {
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const levelId = useViewer((s) => s.selection.levelId)
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const controls = useThree((s) => s.controls) as CameraControlsImpl | null
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const target = useRef(new Vector3())
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const seededRef = useRef(false)
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useEffect(() => {
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if (!controls) return
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if (!seededRef.current) {
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// First level we see is the auto-pre-selection — don't move.
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seededRef.current = true
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return
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}
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if (!levelId) return
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const levelMesh = sceneRegistry.nodes.get(levelId)
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if (!levelMesh) return
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controls.getTarget(target.current)
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controls.moveTo(target.current.x, levelMesh.position.y, target.current.z, true)
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}, [levelId, controls])
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return null
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}
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export default function PascalSceneViewer({
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sceneGraph,
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className,
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onSelectNode,
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}: PascalSceneViewerProps) {
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const setScene = useScene((s) => s.setScene)
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const setSelection = useViewer((s) => s.setSelection)
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const [fitTrigger, setFitTrigger] = useState(0)
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// Push the scene into the shared store + skip the SelectionManager's
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// building/level drill-down by pre-selecting both so clicks on
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// walls/items resolve to wall/item selection immediately. Bumping
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// fitTrigger forces the `<AutoFit>` inside the Canvas to re-frame.
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useEffect(() => {
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setScene(sceneGraph.nodes as Record<AnyNodeId, AnyNode>, sceneGraph.rootNodeIds as AnyNodeId[])
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const allNodes = Object.values(sceneGraph.nodes) as AnyNode[]
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const firstBuilding = allNodes.find((n) => n.type === 'building')
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const firstLevel = allNodes.find((n) => n.type === 'level')
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setSelection({
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buildingId: (firstBuilding?.id ?? null) as never,
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levelId: (firstLevel?.id ?? null) as never,
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zoneId: null,
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selectedIds: [],
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})
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setFitTrigger((n) => n + 1)
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}, [sceneGraph, setScene, setSelection])
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// Bridge `useViewer.selection.selectedIds[0]` (the SelectionManager's
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// multi-select bucket for walls/items/doors/etc) back to the parent so
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// the converter's inspector panel updates on every 3D click.
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const selectedIds = useViewer((s) => s.selection.selectedIds)
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const zoneId = useViewer((s) => s.selection.zoneId)
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useEffect(() => {
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onSelectNode?.((selectedIds[0] as string | undefined) ?? zoneId ?? null)
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}, [selectedIds, zoneId, onSelectNode])
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const onFit = useCallback(() => {
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setFitTrigger((n) => n + 1)
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}, [])
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return (
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<div
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className={
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className ?? 'relative w-full h-[600px] overflow-hidden rounded-lg border border-gray-200'
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}
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>
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<div className="pointer-events-none absolute top-2 left-1/2 z-10 -translate-x-1/2">
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<div className="pointer-events-auto">
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<PreviewToolbar />
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</div>
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</div>
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<div className="pointer-events-none absolute top-2 right-2 z-10">
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<div className="pointer-events-auto">
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<FitSceneButton onFit={onFit} />
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</div>
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</div>
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<div className="pointer-events-none absolute top-1/2 left-2 z-10 -translate-y-1/2">
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<div className="pointer-events-auto">
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<LevelSelector />
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</div>
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</div>
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<Viewer>
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<CameraControls makeDefault />
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<AutoFit trigger={fitTrigger} />
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<LevelFocus />
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</Viewer>
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</div>
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)
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}
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