* feat(materials): dynamic library registry, picker source tabs, create-material entry point Core gains a runtime material registry (registerLibraryMaterials/ unregisterLibraryMaterials/subscribeLibraryMaterials) so embedders can feed user/community materials; library: refs to registered materials resolve in the viewer unchanged. MaterialCatalogItem carries an optional source (pascal|community|mine|workspace). MaterialPicker gets a source filter row and an optional onCreateMaterialRequest '+ New material' tile, threaded through MaterialPaintPanel. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(materials): underline source tabs in picker, matching catalog browse surfaces Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(materials): add 'other' category for uncategorized library materials Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(viewer): rebuild node material when a texture slot is cleared Reused cached WebGPU materials keep a compiled TextureNode per slot; nulling the slot for a cold texture load (or a preset without the map) without needsUpdate leaves the node's per-frame material reference pulling null, crashing the render pass in TextureNode.update. Cold loads are the norm for freshly generated library materials, whose maps aren't in the texture cache. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(viewer): standard materials always carry a displacement texture three's WebGPU shadow pass copies each object's displacementMap onto one shared per-light shadow material while caching per-mesh shadow node graphs against that shared override. A mesh whose shadow graph was built with a displacement TextureNode (painted with a generated material — the only presets carrying height maps) crashes the render pass with "null (reading 'matrix')" the moment a material without a displacement texture is swapped onto it, which is exactly what the paint hover preview does. Give every MeshStandardNodeMaterial a shared 1x1 black displacement texel (zero offset) when it has no real height map, so the copied slot is never null in either direction. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> --------- Co-authored-by: Claude Fable 5 <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
- Registry Contracts - Plugin and node-definition APIs shared by renderers and editor tools
- 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 } from '@pascal-app/core'
// Create a wall
const wall = WallNode.parse({
start: [0, 0],
end: [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
Built-in Node Definitions
Core contains the schemas, scene state, and registry contracts. The built-in node definitions,
renderers, geometry builders, tools, and systems ship in @pascal-app/nodes:
import { loadPlugin } from '@pascal-app/core'
import { builtinPlugin } from '@pascal-app/nodes'
await loadPlugin(builtinPlugin)
Load the plugin before mounting @pascal-app/viewer. See the
@pascal-app/viewer quick start
for a React example.
License
MIT