Wire KTX2 into the catalog finish path and add 15 textured finishes across four new families, all as GPU-compressed KTX2 (512px) + a webp picker thumbnail. - Shared `ktx2-loader.ts`: one KTX2Loader (Basis transcoder) used by both the GLB loader and catalog textures; `ensureKtx2Support(renderer)` runs once at viewer init (GPUDeviceWatcher) so `.ktx2` finishes load even with no GLB in the scene. `use-gltf-ktx2` now reuses the shared instance. - `materials.ts`: texture loaders pick the KTX2 loader for `.ktx2` urls, the image loader otherwise (all three load paths). - `material-library.ts`: 15 entries (fabric ×6, leather ×2, concrete ×4, metal ×3). Neutral albedo for tinting, `flipY: false` (compressed textures can't flip), `repeat` per real-world tile size, metals `metalness: 1`. Normals encoded UASTC, data maps ETC1S/linear. Assets generated from raw sources via the new community `scripts/build-material-textures.ts`. 1024/256 tiers + raws kept out of git. Co-Authored-By: Claude Opus 4.8 (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