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This is a [Next.js](https://nextjs.org) project bootstrapped with [`create-next-app`](https://nextjs.org/docs/app/api-reference/create-next-app).
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# Pascal Editor
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A 3D building editor built with React Three Fiber and WebGPU.
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## Repository Architecture
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This is a Turborepo monorepo with three main packages:
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```
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editor-v2/
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├── apps/
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│ └── editor/ # Next.js application (this package)
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├── packages/
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│ ├── core/ # Schema definitions, state management, systems
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│ └── viewer/ # 3D rendering components
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```
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### Separation of Concerns
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| Package | Responsibility |
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|---------|---------------|
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| **@pascal-app/core** | Node schemas, scene state (Zustand), systems (geometry generation), spatial queries, event bus |
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| **@pascal-app/viewer** | 3D rendering via React Three Fiber, default camera/controls, post-processing |
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| **apps/editor** | UI components, tools, custom behaviors, editor-specific systems |
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The **viewer** renders the scene with sensible defaults. The **editor** extends it with interactive tools, selection management, and editing capabilities.
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### Stores
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Each package has its own Zustand store for managing state:
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| Store | Package | Responsibility |
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|-------|---------|----------------|
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| `useScene` | `@pascal-app/core` | Scene data: nodes, root IDs, dirty nodes, CRUD operations. Persisted to IndexedDB with undo/redo via Zundo. |
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| `useViewer` | `@pascal-app/viewer` | Viewer state: current selection (building/level/zone IDs), level display mode (stacked/exploded/solo), camera mode. |
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| `useEditor` | `apps/editor` | Editor state: active tool, structure layer visibility, panel states, editor-specific preferences. |
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**Access patterns:**
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```typescript
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// Subscribe to state changes (React component)
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const nodes = useScene((state) => state.nodes)
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const levelId = useViewer((state) => state.selection.levelId)
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const activeTool = useEditor((state) => state.tool)
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// Access state outside React (callbacks, systems)
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const node = useScene.getState().nodes[id]
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useViewer.getState().setSelection({ levelId: 'level_123' })
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```
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---
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## Core Concepts
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### Nodes
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Nodes are the data primitives that describe the 3D scene. All nodes extend `BaseNode`:
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```typescript
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BaseNode {
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id: string // Auto-generated with type prefix (e.g., "wall_abc123")
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type: string // Discriminator for type-safe handling
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parentId: string | null // Parent node reference
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visible: boolean
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camera?: Camera // Optional saved camera position
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metadata?: JSON // Arbitrary metadata (e.g., { isTransient: true })
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}
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```
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**Node Hierarchy:**
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```
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Site
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└── Building
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└── Level
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├── Wall → Item (doors, windows)
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├── Slab
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├── Ceiling → Item (lights)
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├── Roof
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├── Zone
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├── Scan (3D reference)
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└── Guide (2D reference)
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```
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Nodes are stored in a **flat dictionary** (`Record<id, Node>`), not a nested tree. Parent-child relationships are defined via `parentId` and `children` arrays.
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---
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### Scene State (Zustand Store)
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The scene is managed by a Zustand store in `@pascal-app/core`:
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```typescript
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useScene.getState() = {
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nodes: Record<id, AnyNode>, // All nodes
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rootNodeIds: string[], // Top-level nodes (sites)
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dirtyNodes: Set<string>, // Nodes pending system updates
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createNode(node, parentId),
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updateNode(id, updates),
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deleteNode(id),
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}
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```
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**Middleware:**
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- **Persist** - Saves to IndexedDB (excludes transient nodes)
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- **Temporal** (Zundo) - Undo/redo with 50-step history
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---
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### Scene Registry
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The registry maps node IDs to their Three.js objects for fast lookup:
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```typescript
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sceneRegistry = {
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nodes: Map<id, Object3D>, // ID → 3D object
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byType: {
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wall: Set<id>,
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item: Set<id>,
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zone: Set<id>,
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// ...
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}
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}
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```
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Renderers register their refs using the `useRegistry` hook:
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```tsx
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const ref = useRef<Mesh>(null!)
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useRegistry(node.id, 'wall', ref)
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```
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This allows systems to access 3D objects directly without traversing the scene graph.
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---
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### Node Renderers
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Renderers are React components that create Three.js objects for each node type:
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```
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SceneRenderer
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└── NodeRenderer (dispatches by type)
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├── BuildingRenderer
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├── LevelRenderer
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├── WallRenderer
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├── SlabRenderer
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├── ZoneRenderer
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├── ItemRenderer
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└── ...
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```
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**Pattern:**
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1. Renderer creates a placeholder mesh/group
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2. Registers it with `useRegistry`
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3. Systems update geometry based on node data
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Example (simplified):
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```tsx
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const WallRenderer = ({ node }) => {
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const ref = useRef<Mesh>(null!)
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useRegistry(node.id, 'wall', ref)
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return (
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<mesh ref={ref}>
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<boxGeometry args={[0, 0, 0]} /> {/* Replaced by WallSystem */}
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<meshStandardMaterial />
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{node.children.map(id => <NodeRenderer key={id} nodeId={id} />)}
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</mesh>
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)
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}
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```
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---
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### Systems
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Systems are React components that run in the render loop (`useFrame`) to update geometry and transforms. They process **dirty nodes** marked by the store.
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**Core Systems (in `@pascal-app/core`):**
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| System | Responsibility |
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|--------|---------------|
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| `WallSystem` | Generates wall geometry with mitering and CSG cutouts for doors/windows |
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| `SlabSystem` | Generates floor geometry from polygons |
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| `CeilingSystem` | Generates ceiling geometry |
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| `RoofSystem` | Generates roof geometry |
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| `ItemSystem` | Positions items on walls, ceilings, or floors (slab elevation) |
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**Viewer Systems (in `@pascal-app/viewer`):**
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| System | Responsibility |
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|--------|---------------|
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| `LevelSystem` | Handles level visibility and vertical positioning (stacked/exploded/solo modes) |
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| `ScanSystem` | Controls 3D scan visibility |
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| `GuideSystem` | Controls guide image visibility |
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**Processing Pattern:**
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```typescript
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useFrame(() => {
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for (const id of dirtyNodes) {
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const obj = sceneRegistry.nodes.get(id)
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const node = useScene.getState().nodes[id]
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// Update geometry, transforms, etc.
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updateGeometry(obj, node)
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dirtyNodes.delete(id)
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}
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})
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```
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---
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### Dirty Nodes
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When a node changes, it's marked as **dirty** in `useScene.getState().dirtyNodes`. Systems check this set each frame and only recompute geometry for dirty nodes.
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```typescript
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// Automatic: createNode, updateNode, deleteNode mark nodes dirty
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useScene.getState().updateNode(wallId, { thickness: 0.2 })
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// → wallId added to dirtyNodes
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// → WallSystem regenerates geometry next frame
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// → wallId removed from dirtyNodes
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```
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**Manual marking:**
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```typescript
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useScene.getState().dirtyNodes.add(wallId)
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```
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---
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### Event Bus
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Inter-component communication uses a typed event emitter (mitt):
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```typescript
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// Node events
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emitter.on('wall:click', (event) => { ... })
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emitter.on('item:enter', (event) => { ... })
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emitter.on('zone:context-menu', (event) => { ... })
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// Grid events (background)
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emitter.on('grid:click', (event) => { ... })
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// Event payload
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NodeEvent {
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node: AnyNode
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position: [x, y, z]
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localPosition: [x, y, z]
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normal?: [x, y, z]
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stopPropagation: () => void
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}
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```
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---
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### Spatial Grid Manager
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Handles collision detection and placement validation:
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```typescript
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spatialGridManager.canPlaceOnFloor(levelId, position, dimensions, rotation)
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spatialGridManager.canPlaceOnWall(wallId, t, height, dimensions)
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spatialGridManager.getSlabElevationAt(levelId, x, z)
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```
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Used by item placement tools to validate positions and calculate slab elevations.
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---
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## Editor Architecture
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The editor extends the viewer with:
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### Tools
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Tools are activated via the toolbar and handle user input for specific operations:
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- **SelectTool** - Selection and manipulation
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- **WallTool** - Draw walls
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- **ZoneTool** - Create zones
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- **ItemTool** - Place furniture/fixtures
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- **SlabTool** - Create floor slabs
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### Selection Manager
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The editor uses a custom selection manager with hierarchical navigation:
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```
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Site → Building → Level → Zone → Items
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```
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Each depth level has its own selection strategy for hover/click behavior.
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### Editor-Specific Systems
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- `ZoneSystem` - Controls zone visibility based on level mode
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- Custom camera controls with node focusing
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---
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## Data Flow
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```
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User Action (click, drag)
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↓
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Tool Handler
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↓
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useScene.createNode() / updateNode()
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↓
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Node added/updated in store
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Node marked dirty
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↓
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React re-renders NodeRenderer
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useRegistry() registers 3D object
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↓
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System detects dirty node (useFrame)
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Updates geometry via sceneRegistry
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Clears dirty flag
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```
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---
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## Technology Stack
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- **React 19** + **Next.js 15**
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- **Three.js** (WebGPU renderer)
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- **React Three Fiber** + **Drei**
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- **Zustand** (state management)
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- **Zod** (schema validation)
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- **Zundo** (undo/redo)
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- **three-bvh-csg** (Boolean geometry operations)
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---
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## Getting Started
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## Getting Started
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First, run the development server:
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```bash
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```bash
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npm run dev
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# Install dependencies
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# or
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pnpm install
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yarn dev
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# or
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# Run development server
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pnpm dev
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pnpm dev
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# or
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bun dev
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# Open http://localhost:3000
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```
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```
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Open [http://localhost:3000](http://localhost:3000) with your browser to see the result.
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---
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You can start editing the page by modifying `app/page.tsx`. The page auto-updates as you edit the file.
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## Key Files
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This project uses [`next/font`](https://nextjs.org/docs/app/building-your-application/optimizing/fonts) to automatically optimize and load Inter, a custom Google Font.
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| Path | Description |
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|------|-------------|
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## Learn More
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| `packages/core/src/schema/` | Node type definitions (Zod schemas) |
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| `packages/core/src/hooks/use-scene.ts` | Scene state store |
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To learn more about Next.js, take a look at the following resources:
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| `packages/core/src/hooks/scene-registry/` | 3D object registry |
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| `packages/core/src/systems/` | Geometry generation systems |
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- [Next.js Documentation](https://nextjs.org/docs) - learn about Next.js features and API.
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| `packages/viewer/src/components/renderers/` | Node renderers |
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- [Learn Next.js](https://nextjs.org/learn) - an interactive Next.js tutorial.
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| `packages/viewer/src/components/viewer/` | Main Viewer component |
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| `apps/editor/components/tools/` | Editor tools |
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You can check out [the Next.js GitHub repository](https://github.com/vercel/next.js) - your feedback and contributions are welcome!
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| `apps/editor/store/` | Editor-specific state |
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## Deploy on Vercel
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The easiest way to deploy your Next.js app is to use the [Vercel Platform](https://vercel.com/new?utm_medium=default-template&filter=next.js&utm_source=create-next-app&utm_campaign=create-next-app-readme) from the creators of Next.js.
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Check out our [Next.js deployment documentation](https://nextjs.org/docs/app/building-your-application/deploying) for more details.
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Reference in New Issue
Block a user