Files
editor/packages/viewer
Wassim SAMADandClaude Opus 4.8 0a7cbd2081 feat(viewer): GLB-consuming /viewer path (baked-glb-export phase 2)
Add `GlbScene` — the viewer that renders a baked GLB artifact with no
parametric scene graph, and finish the phase-1 export contract it consumes.

Viewer (packages/viewer):
- GlbScene: loads the artifact, drives a building → level → zone → node drill
  hierarchy on useViewer.selection. Room/zone picking resolves from the floor
  plane (ray ∩ floor + point-in-polygon), node picking uses a footprint test,
  so walls/ceilings/zone-helpers never skew or block selection. Level modes
  (stacked/exploded/solo), dollhouse (hide a focused floor's ceilings + roof so
  rooms are visible and pickable), reconstructed zone floor fills + gradient
  edge borders + room labels (faded, hover-brightened), baked door/window
  open clips, click-outside / empty-space deselect, and the shared outline
  post-FX. Exported as GlbScene/GlbLevel/GlbIdentity/GlbHover.
- post-processing: composite the zone-pass tint into the base scene so rooms
  show whether or not SSGI is enabled (previously only added in the SSGI branch).

Export contract (packages/editor/src/lib/glb-export.ts):
- Convert WebGPU NodeMaterials to classic glTF-standard materials; decompress
  KTX2 maps via WebGPUTextureUtils so GLTFExporter can embed them.
- Stamp name + extras identity (pascalId/kind/label/openable/clips), bake
  door/window open clips (loop:false), strip editor overlays (off-layer +
  invisible-material hitboxes) so cutouts aren't plugged.
- Fix opaque-but-flagged-transparent materials (no spurious alphaMode=BLEND)
  and BackSide → FrontSide + winding flip (glTF has no back-face-only).
- Force levels + zones visible and stamp level display names + zone polygons so
  every floor bakes and /viewer can reconstruct rooms and label the breadcrumb.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 09:14:39 -04:00
..
2026-02-05 08:22:19 +09:00

@pascal-app/viewer

3D viewer component for Pascal building editor.

Installation

npm install @pascal-app/viewer @pascal-app/core

Peer Dependencies

npm install react three @react-three/fiber @react-three/drei

What's Included

  • Viewer Component - WebGPU-powered 3D viewer with camera controls
  • Node Renderers - React Three Fiber components for all node types
  • Post-Processing - SSGI (ambient occlusion + global illumination), TRAA (anti-aliasing), outline effects
  • Level System - Level visibility and positioning (stacked/exploded/solo modes)
  • Wall Cutout System - Dynamic wall hiding based on camera position
  • Asset URL Helpers - CDN URL resolution for models and textures

Usage

import { Viewer, useViewer } from '@pascal-app/viewer'
import { useScene } from '@pascal-app/core'

function App() {
  return (
    <div style={{ width: '100vw', height: '100vh' }}>
      <Viewer />
    </div>
  )
}

Custom Camera Controls

import { Viewer } from '@pascal-app/viewer'
import { CameraControls } from '@react-three/drei'

function App() {
  return (
    <Viewer selectionManager="custom">
      <CameraControls />
    </Viewer>
  )
}

Viewer State

import { useViewer } from '@pascal-app/viewer'

function ViewerControls() {
  const levelMode = useViewer(s => s.levelMode)
  const setLevelMode = useViewer(s => s.setLevelMode)
  const wallMode = useViewer(s => s.wallMode)
  const setWallMode = useViewer(s => s.setWallMode)

  return (
    <div>
      <button onClick={() => setLevelMode('stacked')}>Stacked</button>
      <button onClick={() => setLevelMode('exploded')}>Exploded</button>
      <button onClick={() => setWallMode('cutaway')}>Cutaway</button>
      <button onClick={() => setWallMode('up')}>Full Height</button>
    </div>
  )
}

Asset CDN Helpers

import { resolveCdnUrl, ASSETS_CDN_URL } from '@pascal-app/viewer'

// Resolves relative paths to CDN URLs
const url = resolveCdnUrl('/items/chair/model.glb')
// → 'https://pascal-cdn.wawasensei.dev/items/chair/model.glb'

// Handles external URLs and asset:// protocol
const externalUrl = resolveCdnUrl('https://example.com/model.glb')
// → 'https://example.com/model.glb' (unchanged)

Features

  • WebGPU Rendering - Hardware-accelerated rendering via Three.js WebGPU
  • Post-Processing - SSGI for realistic lighting, outline effects for selection
  • Level Modes - Stacked, exploded, or solo level display
  • Wall Cutaway - Automatic wall hiding for interior views
  • Camera Modes - Perspective and orthographic projection
  • Scan/Guide Support - 3D scans and 2D guide images

License

MIT