# Pascal Editor — Architecture ## Project Structure Monorepo managed with Turborepo. Packages are shared libraries; apps are deployable applications. ``` apps/ editor/ # Main Next.js app (editor + public routes) packages/ core/ # Scene schema, state, systems, spatial logic viewer/ # 3D canvas component (React Three Fiber) ui/ # Shared React UI components ``` --- ## packages/core Central library — no UI, no rendering. Everything else depends on it. - **schema/** — TypeScript types for all node types (`Wall`, `Slab`, `Door`, `Item`, etc.) - **store/** — Zustand scene store (`useScene`) with undo/redo via Zundo - **systems/** — Per-element business logic: geometry generation, constraints (`WallSystem`, `SlabSystem`, `DoorSystem`, …) - **events/** — Typed event bus for node changes - **hooks/** — `useRegistry` (node ID → THREE.Object3D), `useSpatialGrid` (2D spatial index) - **lib/** — Space detection, asset storage, polygon utilities Node storage is a flat dictionary (`nodes: Record`). Systems are pure logic that runs in the render loop; they read nodes and write back derived geometry. --- ## packages/viewer 3D canvas component — presentation only, no editor concerns. - **components/viewer/** — Root `` canvas, camera, lights, post-processing, selection manager - **components/renderers/** — One renderer per node type (`WallRenderer`, `SlabRenderer`, …), dispatched by `NodeRenderer` → `SceneRenderer` - **systems/** — Viewer-specific systems: `LevelSystem` (stacked/exploded/solo), `WallCutout`, `ZoneSystem`, `InteractiveSystem` - **store/** — `useViewer`: selection path, camera mode, level mode, wall mode, theme, display toggles The viewer accepts external props and callbacks (`onSelect`, `onExport`, children) to expose control points. It must not import anything from `apps/editor`. --- ## apps/editor Next.js 16 app. Composes `@pascal-app/viewer` and `@pascal-app/core` into a full editing experience. - **app/editor/[projectId]/** — Main editor route - **app/viewer/[id]/** — Read-only preview route - **store/use-editor.tsx** — `useEditor`: phase (`site | structure | furnish`), mode (`select | edit | delete | build`), active tool - **components/tools/** — One component per tool, coordinated by `ToolManager` - **components/systems/** — Editor-side systems that integrate with viewer (e.g. space detection for cutaway) - **components/editor/** — Camera controls, export, menus, panels --- ## Data Flow ``` User input (pointer/keyboard) → Tool component (apps/editor/components/tools/) → useScene mutations → Core systems recompute geometry → Renderers re-render THREE meshes → useViewer updates selection/hover ``` --- ## Key Conventions - **Flat nodes** — All scene nodes live in a single flat record; hierarchy is expressed via `parentId`. - **System/renderer split** — Systems own logic; renderers own geometry and material. Never mix. - **Viewer isolation** — `@pascal-app/viewer` must never import from `apps/editor`. Editor-specific behaviour (tools, systems, selection) is injected as children or props. - **Registry pattern** — `useRegistry()` maps node IDs to live THREE objects without tree traversal. - **Spatial grid** — 2D grid for fast wall/zone neighbourhood queries; avoid brute-force iteration. - **Node creation** — Always use `NodeType.parse({…})` then `createNode(node, parentId)`. Never construct raw node objects. --- ## Tech Stack | Layer | Technology | |---|---| | 3D | Three.js (WebGPU), React Three Fiber | | Framework | Next.js 16, React 19 | | State | Zustand + Zundo | | UI | Radix UI, Tailwind CSS 4 | | Tooling | Biome, TypeScript 5.9, Turborepo | --- ## Material System The editor supports a flexible material system for all node types. ### Schema Definition Materials are defined in `packages/core/src/schema/material.ts`: ```typescript // Preset materials type MaterialPreset = 'white' | 'brick' | 'concrete' | 'wood' | 'glass' | 'metal' | 'plaster' | 'tile' | 'marble' | 'custom' // Material properties type MaterialProperties = { color: string // Hex color roughness: number // 0-1 metalness: number // 0-1 opacity: number // 0-1 transparent: boolean side: 'front' | 'back' | 'double' } // Full material schema type MaterialSchema = { preset?: MaterialPreset properties?: MaterialProperties texture?: { url: string, repeat?: [number, number] } } ``` ### Supported Nodes All major node types support the `material` field: | Node Type | Schema File | Panel Component | |-----------|-------------|-----------------| | Wall | `nodes/wall.ts` | `WallPanel` | | Slab | `nodes/slab.ts` | `SlabPanel` | | Door | `nodes/door.ts` | `DoorPanel` | | Window | `nodes/window.ts` | `WindowPanel` | | Ceiling | `nodes/ceiling.ts` | `CeilingPanel` | | Roof | `nodes/roof.ts` | `RoofPanel` | | RoofSegment | `nodes/roof-segment.ts` | `RoofSegmentPanel` | ### Usage **In Editor UI:** 1. Select a node (wall, slab, door, etc.) 2. Find the "Material" section in the right panel 3. Click a preset color or select "Custom" to adjust properties **Programmatically:** ```typescript import { WallNode } from '@pascal-app/core' // Using preset const wall = WallNode.parse({ start: [0, 0], end: [5, 0], material: { preset: 'brick' } }) // Custom material const slab = SlabNode.parse({ polygon: [[0,0], [5,0], [5,5], [0,5]], material: { preset: 'custom', properties: { color: '#8b4513', roughness: 0.7, metalness: 0.1, opacity: 1, transparent: false, side: 'front' } } }) ``` ### Renderer Integration Renderers use `createMaterial()` from `packages/viewer/src/lib/materials.ts`: ```typescript import { createMaterial, DEFAULT_WALL_MATERIAL } from '@pascal-app/viewer' const material = useMemo(() => { return node.material ? createMaterial(node.material) : DEFAULT_WALL_MATERIAL }, [node.material]) return ```