Files
editor/packages/core
Wassim SAMADandClaude Opus 4.8 68e5c6ca67 feat(editor): unify placement/move facing triangle into one editor-side renderer
Every placement and move path now publishes its ghost pose to a single
`useFacingPose` store, drawn by one editor-side `<FacingPoseIndicator>` overlay,
instead of each path drawing its own triangle (which left the nodes-package and
PlacementBox paths invisible):

- column/shelf presets + all moves (PlacementBox via move-registry, and
  DragBoundingBox) now publish the pose, so the triangle finally shows
- stair create + move use a declarative `facingIndicator: { reversed: true }`
  (new registry resolver) so the triangle sits before the entry pointing out —
  resolved in one place, so create and move match automatically
- stair placement defaults to single and respects the shared `point`
  continuation (C) toggle, like the other placement tools

Checkpoint on the placement-interaction epic: also carries the in-flight
continuation-profile extraction (lib/continuation), grid surface (item #8), and
HUD work. Door/window still render their own legacy inline triangle and are
migrated to the overlay next.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 21:48:58 -04:00
..
2026-02-05 08:22:19 +09:00

@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 container
  • BuildingNode - Building within a site
  • LevelNode - Floor level
  • WallNode - Vertical wall with optional openings
  • SlabNode - Floor slab
  • CeilingNode - Ceiling surface
  • RoofNode - Roof geometry
  • ZoneNode - Spatial zone/room
  • ItemNode - Furniture, fixtures, appliances
  • ScanNode - 3D scan reference
  • GuideNode - 2D guide image reference

Systems

Systems process dirty nodes each frame to update geometry:

  • WallSystem - Wall geometry with mitering and CSG cutouts
  • SlabSystem - Floor polygon generation
  • CeilingSystem - Ceiling geometry
  • RoofSystem - Roof generation
  • ItemSystem - Item positioning on walls/ceilings/floors

License

MIT