* feat(editor): preset-system primitives — presettable, sceneApi subtree round-trip, isolate + setCaptureMode enum, headless exports
Per pascalorg/editor#340 (redesigned: single live canvas, no Viewer scene prop).
Core
- `capabilities.presettable` on `NodeDefinition` + `isPresettable` /
`isPresettableKind` helpers. Explicit `false` on level / building /
site / zone / spawn / guide / scan / item; implicit `true` for any
kind with `def.parametrics`.
- `sceneApi.getSubtreeSnapshot(rootId)` + `materializeSubtree(subtree,
position, parentId?)` for round-tripping a node subtree through
catalog storage. Strips id / parentId / absolute root position /
host refs (`wallId`, `wallT`); fresh IDs minted at materialize time;
child ordering preserved (FIFO walk).
Viewer
- `<Viewer isolate>` prop + `ViewerHandle.setIsolated(ids | null)`.
Walks `sceneRegistry`, hides every registered group not in the
isolated set's ancestor + descendant closure. Building block for
preset capture + future focus-mode UX.
Editor
- `useEditor.captureMode: CaptureMode` discriminated union
(`idle` | `standard` | `preset`). `isCaptureMode` stays as a derived
boolean for the existing read sites; `setCaptureMode` accepts both
the boolean shape (back-compat) and the enum.
- `preset` capture mode in `SnapshotCaptureOverlay`: drag locked to a
square, mode-picker hidden, transparent flag forwarded through the
`camera-controls:generate-thumbnail` emitter event.
- Headless exports: `Inspector` (alias of `ParametricInspector`),
`FloatingMenu` (alias of `FloatingActionMenu`), `ToolbarLeft` /
`ToolbarRight` (aliases of `ViewerToolbarLeft` / `ViewerToolbarRight`),
`useSelection` hook returning `{selectedIds, selectedNode, building/
level/zone}`, plus re-exports of `useScene` / `useViewer` from core /
viewer so consumer shells (community, embedders) need only one import.
Out of scope by design (see issue #340 "Out of scope"): a separate
offscreen Viewer rendering an arbitrary subtree. The unified preset
modal captures inside the live canvas via isolation + the existing
snapshot pipeline — no `useScene` factory / React context refactor.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* refactor(editor): split snapshot/materialize into pure getSubtree + cloneNodesInto; add def.hostRefFields; auto-stage preset capture square
Per pascalorg/editor#340 redesign discussion: the editor's scene API
should expose *pure* primitives and let the host (community modal,
embedders) own storage shape, position stripping, and host-ref
re-derivation policy.
Editor API delta
- `sceneApi.getSubtreeSnapshot(rootId)` → `sceneApi.getSubtree(rootId)`
Returns the live subtree verbatim (BFS via `children[]`, no clones,
no stripping). Callers deep-clone if they need persistence.
- `sceneApi.materializeSubtree(subtree, pos, parent?)`
→ `sceneApi.cloneNodesInto(nodes, { rootId, parentId?, position? })`
Generic clone-and-insert. Deep-clones via JSON, mints fresh ids
preserving the prefix, rewires parent/children, stamps position +
parent if supplied. Host-ref-agnostic — `wallId`/`wallT` etc are
preserved verbatim.
- New `capabilities.hostRefFields?: string[]` on `NodeDefinition`.
Declares per kind which schema fields are placement-derived so the
host strips them at preset-save time. Declared on door (`['wallId']`),
window (`['wallId']`), item (`['wallId', 'wallT']`).
- New `getHostRefFields(def)` exported from `@pascal-app/core`.
Removed the intermediate token-based payload format (`NodeSubtree`,
`buildSubtreeSnapshot`, `materializeSubtree`, `SubtreeNode`).
UX polish
- `<SnapshotCaptureOverlay>` in `preset` mode now auto-stages a centered
square crop sized to ~75% of the shorter viewport dimension. The
user can pan / move / resize within square-aspect, but doesn't have
to drag from scratch — clicking the capture button works
immediately on entry.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* fix(editor): lock preset capture frame; allow item presets
- SnapshotCaptureOverlay: in `preset` mode, the auto-staged centered
square is now fully locked — corner handles hidden, the dim layer is
click-through (no drag-to-move, no drag-to-resize). The user just
adjusts the camera (orbit / pan / zoom) and clicks capture. The
letterbox + dashed border stay visible as a cosmetic frame.
- `item.capabilities.presettable` removed (implicit `true` via
`def.parametrics`). Enables compositions like "table-with-plants",
"shelf-with-books" where the preset root may be an item and other
items ride along as descendants. The GLB-kind item catalog is
unchanged; presets become siblings of GLB rows under the same
`items` table.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(editor): auto-frame camera on preset capture entry; restore on exit
`<CustomCameraControls>` now watches `useEditor.captureMode` and, when
preset capture mode begins, flies the camera to a pose that fits the
union bounds of the isolated subtree inside the locked square crop —
no more hunting for the subject after opening the modal. The
pre-capture pose is stashed and restored on exit so the user lands
exactly where they were.
The user can still pan / orbit / zoom from the auto-staged pose if
they want a different angle before snapping.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Pascal Editor
A 3D building editor built with React Three Fiber and WebGPU.
https://github.com/user-attachments/assets/8b50e7cf-cebe-4579-9cf3-8786b35f7b6b
Repository Architecture
This is a Turborepo monorepo with three main packages:
editor-v2/
├── apps/
│ └── editor/ # Next.js application
├── packages/
│ ├── core/ # Schema definitions, state management, systems
│ └── viewer/ # 3D rendering components
Separation of Concerns
| Package | Responsibility |
|---|---|
| @pascal-app/core | Node schemas, scene state (Zustand), systems (geometry generation), spatial queries, event bus |
| @pascal-app/viewer | 3D rendering via React Three Fiber, default camera/controls, post-processing |
| apps/editor | UI components, tools, custom behaviors, editor-specific systems |
The viewer renders the scene with sensible defaults. The editor extends it with interactive tools, selection management, and editing capabilities.
Stores
Each package has its own Zustand store for managing state:
| Store | Package | Responsibility |
|---|---|---|
useScene |
@pascal-app/core |
Scene data: nodes, root IDs, dirty nodes, CRUD operations. Persisted to IndexedDB with undo/redo via Zundo. |
useViewer |
@pascal-app/viewer |
Viewer state: current selection (building/level/zone IDs), level display mode (stacked/exploded/solo), camera mode. |
useEditor |
apps/editor |
Editor state: active tool, structure layer visibility, panel states, editor-specific preferences. |
Access patterns:
// Subscribe to state changes (React component)
const nodes = useScene((state) => state.nodes)
const levelId = useViewer((state) => state.selection.levelId)
const activeTool = useEditor((state) => state.tool)
// Access state outside React (callbacks, systems)
const node = useScene.getState().nodes[id]
useViewer.getState().setSelection({ levelId: 'level_123' })
Core Concepts
Nodes
Nodes are the data primitives that describe the 3D scene. All nodes extend BaseNode:
BaseNode {
id: string // Auto-generated with type prefix (e.g., "wall_abc123")
type: string // Discriminator for type-safe handling
parentId: string | null // Parent node reference
visible: boolean
camera?: Camera // Optional saved camera position
metadata?: JSON // Arbitrary metadata (e.g., { isTransient: true })
}
Node Hierarchy:
Site
└── Building
└── Level
├── Wall → Item (doors, windows)
├── Slab
├── Ceiling → Item (lights)
├── Roof
├── Zone
├── Scan (3D reference)
└── Guide (2D reference)
Nodes are stored in a flat dictionary (Record<id, Node>), not a nested tree. Parent-child relationships are defined via parentId and children arrays.
Scene State (Zustand Store)
The scene is managed by a Zustand store in @pascal-app/core:
useScene.getState() = {
nodes: Record<id, AnyNode>, // All nodes
rootNodeIds: string[], // Top-level nodes (sites)
dirtyNodes: Set<string>, // Nodes pending system updates
createNode(node, parentId),
updateNode(id, updates),
deleteNode(id),
}
Middleware:
- Persist - Saves to IndexedDB (excludes transient nodes)
- Temporal (Zundo) - Undo/redo with 50-step history
Scene Registry
The registry maps node IDs to their Three.js objects for fast lookup:
sceneRegistry = {
nodes: Map<id, Object3D>, // ID → 3D object
byType: {
wall: Set<id>,
item: Set<id>,
zone: Set<id>,
// ...
}
}
Renderers register their refs using the useRegistry hook:
const ref = useRef<Mesh>(null!)
useRegistry(node.id, 'wall', ref)
This allows systems to access 3D objects directly without traversing the scene graph.
Node Renderers
Renderers are React components that create Three.js objects for each node type:
SceneRenderer
└── NodeRenderer (dispatches by type)
├── BuildingRenderer
├── LevelRenderer
├── WallRenderer
├── SlabRenderer
├── ZoneRenderer
├── ItemRenderer
└── ...
Pattern:
- Renderer creates a placeholder mesh/group
- Registers it with
useRegistry - Systems update geometry based on node data
Example (simplified):
const WallRenderer = ({ node }) => {
const ref = useRef<Mesh>(null!)
useRegistry(node.id, 'wall', ref)
return (
<mesh ref={ref}>
<boxGeometry args={[0, 0, 0]} /> {/* Replaced by WallSystem */}
<meshStandardMaterial />
{node.children.map(id => <NodeRenderer key={id} nodeId={id} />)}
</mesh>
)
}
Systems
Systems are React components that run in the render loop (useFrame) to update geometry and transforms. They process dirty nodes marked by the store.
Core Systems (in @pascal-app/core):
| System | Responsibility |
|---|---|
WallSystem |
Generates wall geometry with mitering and CSG cutouts for doors/windows |
SlabSystem |
Generates floor geometry from polygons |
CeilingSystem |
Generates ceiling geometry |
RoofSystem |
Generates roof geometry |
ItemSystem |
Positions items on walls, ceilings, or floors (slab elevation) |
Viewer Systems (in @pascal-app/viewer):
| System | Responsibility |
|---|---|
LevelSystem |
Handles level visibility and vertical positioning (stacked/exploded/solo modes) |
ScanSystem |
Controls 3D scan visibility |
GuideSystem |
Controls guide image visibility |
Processing Pattern:
useFrame(() => {
for (const id of dirtyNodes) {
const obj = sceneRegistry.nodes.get(id)
const node = useScene.getState().nodes[id]
// Update geometry, transforms, etc.
updateGeometry(obj, node)
dirtyNodes.delete(id)
}
})
Dirty Nodes
When a node changes, it's marked as dirty in useScene.getState().dirtyNodes. Systems check this set each frame and only recompute geometry for dirty nodes.
// Automatic: createNode, updateNode, deleteNode mark nodes dirty
useScene.getState().updateNode(wallId, { thickness: 0.2 })
// → wallId added to dirtyNodes
// → WallSystem regenerates geometry next frame
// → wallId removed from dirtyNodes
Manual marking:
useScene.getState().dirtyNodes.add(wallId)
Event Bus
Inter-component communication uses a typed event emitter (mitt):
// Node events
emitter.on('wall:click', (event) => { ... })
emitter.on('item:enter', (event) => { ... })
emitter.on('zone:context-menu', (event) => { ... })
// Grid events (background)
emitter.on('grid:click', (event) => { ... })
// Event payload
NodeEvent {
node: AnyNode
position: [x, y, z]
localPosition: [x, y, z]
normal?: [x, y, z]
stopPropagation: () => void
}
Spatial Grid Manager
Handles collision detection and placement validation:
spatialGridManager.canPlaceOnFloor(levelId, position, dimensions, rotation)
spatialGridManager.canPlaceOnWall(wallId, t, height, dimensions)
spatialGridManager.getSlabElevationAt(levelId, x, z)
Used by item placement tools to validate positions and calculate slab elevations.
Editor Architecture
The editor extends the viewer with:
Tools
Tools are activated via the toolbar and handle user input for specific operations:
- SelectTool - Selection and manipulation
- WallTool - Draw walls
- ZoneTool - Create zones
- ItemTool - Place furniture/fixtures
- SlabTool - Create floor slabs
Selection Manager
The editor uses a custom selection manager with hierarchical navigation:
Site → Building → Level → Zone → Items
Each depth level has its own selection strategy for hover/click behavior.
Editor-Specific Systems
ZoneSystem- Controls zone visibility based on level mode- Custom camera controls with node focusing
Data Flow
User Action (click, drag)
↓
Tool Handler
↓
useScene.createNode() / updateNode()
↓
Node added/updated in store
Node marked dirty
↓
React re-renders NodeRenderer
useRegistry() registers 3D object
↓
System detects dirty node (useFrame)
Updates geometry via sceneRegistry
Clears dirty flag
Technology Stack
- React 19 + Next.js 16
- Three.js (WebGPU renderer)
- React Three Fiber + Drei
- Zustand (state management)
- Zod (schema validation)
- Zundo (undo/redo)
- three-bvh-csg (Boolean geometry operations)
- Turborepo (monorepo management)
- Bun (package manager)
Getting Started
Development
Run the development server from the root directory to enable hot reload for all packages:
# Install dependencies
bun install
# Run development server (builds packages + starts editor with watch mode)
bun dev
# This will:
# 1. Build @pascal-app/core and @pascal-app/viewer
# 2. Start watching both packages for changes
# 3. Start the Next.js editor dev server
# Open http://localhost:3000
Important: Always run bun dev from the root directory to ensure the package watchers are running. This enables hot reload when you edit files in packages/core/src/ or packages/viewer/src/.
Building for Production
# Build all packages
turbo build
# Build specific package
turbo build --filter=@pascal-app/core
Publishing Packages
# Build packages
turbo build --filter=@pascal-app/core --filter=@pascal-app/viewer
# Publish to npm
npm publish --workspace=@pascal-app/core --access public
npm publish --workspace=@pascal-app/viewer --access public
Key Files
| Path | Description |
|---|---|
packages/core/src/schema/ |
Node type definitions (Zod schemas) |
packages/core/src/store/use-scene.ts |
Scene state store |
packages/core/src/hooks/scene-registry/ |
3D object registry |
packages/core/src/systems/ |
Geometry generation systems |
packages/viewer/src/components/renderers/ |
Node renderers |
packages/viewer/src/components/viewer/ |
Main Viewer component |
apps/editor/components/tools/ |
Editor tools |
apps/editor/store/ |
Editor-specific state |