Lays down the wall folder under @pascal-app/nodes with everything needed to register the kind, but intentionally without runtime wiring: - schema.ts re-exports WallNode from core (door/window/item still type their parentId against WallNode.shape.id, so the schema stays canonical there for now). - parametrics.ts declares thickness / height / curveOffset for the Phase 4 inspector. Endpoints and host children are edited via affordances, not number inputs, so they're not in parametrics. - definition.ts encodes capabilities (surfaces, selectable, duplicable, deletable — no movable since wall's move is bespoke endpoint-drag), relations (hosts doors/windows/items, affectsSpatial slabs/ceilings/ zones, linkedBy endpoint-match, cascadeDelete descendants), and the presentation metadata for the palette. Renderer / system / tool fields are deliberately absent — the existing wall-renderer.tsx and wall-system.tsx keep serving wall until milestone B. - feature-flag.ts gates the eventual registration via NEXT_PUBLIC_USE_REGISTRY_FOR_WALL (same pattern Phase 2 used for spawn). - wallDefinition is NOT yet appended to builtinPlugin.nodes — registration is what flips the Phase 0 dispatch shims, and we don't want that until the runtime port lands. Until then this file is metadata-only. Two type-side changes pulled forward from Phase 4 to make a metadata-only definition compile: - NodeDefinition.renderer becomes optional (the three-checkbox model documented in wiki/architecture/node-definitions.md already promises this). RegistryRenderer in node-renderer.tsx gains a null-guard so an undefined renderer cleanly falls through to the legacy switch. No runtime behavior change. Walls render and behave exactly as before. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
@pascal-app/core
Core library for Pascal 3D building editor.
Installation
npm install @pascal-app/core
Peer Dependencies
npm install react three @react-three/fiber @react-three/drei
What's Included
- Node Schemas - Zod schemas for all building primitives (walls, slabs, items, etc.)
- Scene State - Zustand store with IndexedDB persistence and undo/redo
- Systems - Geometry generation for walls, floors, ceilings, roofs
- Scene Registry - Fast lookup from node IDs to Three.js objects
- Spatial Grid - Collision detection and placement validation
- Event Bus - Typed event emitter for inter-component communication
- Asset Storage - IndexedDB-based file storage for user-uploaded assets
Usage
import { useScene, WallNode, ItemNode } from '@pascal-app/core'
// Create a wall
const wall = WallNode.parse({
points: [[0, 0], [5, 0]],
height: 3,
thickness: 0.2,
})
useScene.getState().createNode(wall, parentLevelId)
// Subscribe to scene changes
function MyComponent() {
const nodes = useScene((state) => state.nodes)
const walls = Object.values(nodes).filter(n => n.type === 'wall')
return <div>Total walls: {walls.length}</div>
}
Node Types
SiteNode- Root containerBuildingNode- Building within a siteLevelNode- Floor levelWallNode- Vertical wall with optional openingsSlabNode- Floor slabCeilingNode- Ceiling surfaceRoofNode- Roof geometryZoneNode- Spatial zone/roomItemNode- Furniture, fixtures, appliancesScanNode- 3D scan referenceGuideNode- 2D guide image reference
Systems
Systems process dirty nodes each frame to update geometry:
WallSystem- Wall geometry with mitering and CSG cutoutsSlabSystem- Floor polygon generationCeilingSystem- Ceiling geometryRoofSystem- Roof generationItemSystem- Item positioning on walls/ceilings/floors
License
MIT