* fix(snapping): show alignment lines in all modes, snap only in lines; north export; R/T hint; grid default - Alignment guides display in every snapping mode (grid/lines/angles/off); magnetic pull applies only in 'lines'. New isAlignmentGuideActive() predicate decouples guide display from the snap delta across all placement/move/draw producers (item, wall, fence, slab/ceiling/roof, column/shelf/spawn, door/ window, MEP, 2D floorplan drafting, surface snap). - Floorplan PDF export now rotates to north-up (FLOORPLAN_VIEW_ROTATION_DEG - building rotation), matching the on-screen aligned-to-north view. - Item placement rotate hint collapsed to a single 'R / T Rotate' row. - Default item snapping mode changed lines -> grid. * feat(walls): detect rooms across shared walls + tight connect-snap in all modes Room detection: planarize the wall graph before face-finding — split straight walls at T-junctions where another wall ends mid-span, so a room closed against the middle of an existing wall is detected, not just isolated 4-wall rooms. Auto-close: wire the wall builder's "Room (auto-close)" to the same room graph via wallClosesRoom(), so drafting stops when a segment seals a room against the existing structure — not only when the chain returns to its own start. Connectivity snap: add a tight wall-connect snap (WALL_CONNECT_SNAP_RADIUS 0.05) that also runs in grid/off/angles — within range of a wall (body or corner, uniform radius) the endpoint sticks onto it and the beacon shows, so rooms close in every mode. Lines keeps its wider magnetic radii. Gate alignment guides in non-magnetic modes to the same connect distance so a corner dot no longer magnetises the cursor from far. Tests: cover T-junction detection + wallClosesRoom; update the item-default and wall-split tests for the mode-driven behaviour. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(surfaces): gate alignment guides to connect distance in non-magnetic modes Port the wall drafting/endpoint gating to the shared slab/ceiling/roof snap (resolveSurfacePlanPointSnap): in grid/off/angles, only anchors within the connect distance are fed to the alignment resolver, so guides form to nearby points and far corner dots stop lighting up from across the plan. Filtering the candidates (local-frame, like the cursor) rather than the resolved guides avoids the floor-plan view rotation baked into the guide coords. Lines mode keeps the full-range guides; the surface wall connect-snap is unaffected. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(slabs): deterministic wall-slab overlap via clipped overlap length Wall elevation used ray-cast point samples that landed exactly on the slab boundary for perpendicular walls, so whether a butting wall followed the slab's elevation depended on which side of the slab it touched. Clip the wall centerline and face lines against the polygon and require >=5cm of on/inside length instead: walls along the slab edge follow it on every side, point contact never does. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(grid): lift lattice 1mm off slab tops; wall-align on wall-item move start The horizontal snap lattice sat exactly at the followed surface Y, so it z-fought elevated slab tops while moving items. The visual mesh now rides 1mm above; the grid event plane keeps the true height. Moving a wall-hosted item showed a horizontal grid until the first pointer move published a wall surface — the mesh fallback assumed UP. Derive the host wall normal from the item mesh's world orientation (local +Z faces out of the wall) so the lattice is wall-aligned from the first frame. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(editor): unify selection shortcuts + truthful select-mode hints Shift+click now toggles selection membership in 3D like Cmd/Ctrl (and appends on box-select release), matching the 2D floorplan. The HUD rows describe what actually works in both views: move is plain left-drag (the grip/dot), the two vague selection rows collapse into one Cmd/Shift or-group, and the modifier-held variants (freely / with guides / bypass snaps) are gone — guides follow the snapping mode now. Key pills join with + for combos and / for alternatives; Shift renders as the shift icon. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(editor): group gizmos — reliable rotate grabs, mutual hide, snapping-mode integration The group-rotate gizmo never received pointer events through the shared invisible hit-area path (EDITOR_LAYER + custom raycast) in its portalled context; its handlers now live on the visible arrow plus a plain default-layer invisible torus, so hover and drag work with a fat target. Group drags begin a handle-drag scope: each gizmo hides while its sibling drags (the frozen corner goes stale), idle hints leave the HUD, and the drag gets contextual hints — Shift free-rotation for rotate, the snapping chips for move. Group move joins the snapping-mode system via the 'item' context: Shift cycles the mode, Ctrl the grid step (both read live mid-drag), and 'lines' runs the same Figma-style alignment as single-node moves against the group's bbox anchors. Chip clicks now tick like the keyboard cycles. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(editor): group-move ticks in every snapping mode Mirror the single-node move's sfx: emit per delta change rather than only on grid crossings, so lines/off get the same rate-limited texture. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(items): keep host transfers glued to the cursor Moving between hosts used to diverge from the pointer and mangle state: - Grab offsets: every surface anchor (wall / ceiling / shelf / item surface / floor) preserved the grab offset by re-seeding from the item's carried-over position on each new host, landing it far from the cursor. The grab offset now survives only on the original host and only until the item anchors anywhere else — after that every host (the original included) centers the item under the cursor. Applied uniformly to the placement coordinator and the window/door move tools. - Rotation: detaching from a rotated shelf/table back to the floor kept the HOST-local yaw as the level yaw, visibly spinning the item. The detach now re-expresses the item's world yaw in the level frame. - Elevation: the same detach wrote the level parentId to the store but not the draft ref, so the floor-elevation resolver bailed on its parent-must-be-a-level guard — the snap grid and the item stopped following slab elevations for the rest of the drag. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(items): latch grab-offset forgetting across every host kind Review follow-up (PR #458): unify the per-surface grab-forget rule into one grabForgotten latch. A wall/ceiling item could not actually reach a shelf or the floor (item-surface enter rejects attachTo assets), but a wall item CAN anchor on a roof face — and returning to its original wall then restored the stale grab offset. Roof-wall transitions (and floor landings after a host visit) now trip the latch in the coordinator and the window/door move tools alike. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.8 (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/
├── apps/
│ └── editor/ # Next.js application
├── packages/
│ ├── core/ # Schema definitions, state management, systems
│ ├── viewer/ # 3D rendering components
│ └── ui/ # Shared UI 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
Building a Plugin
The editor is extensible: a plugin ships node kinds (schema, 3D/2D rendering, placement tools, inspector parametrics) and left-rail panels through the same Plugin manifest the built-ins use — there is no separate internal API.
- Contract reference —
wiki/architecture/plugin-authoring.md: thePluginshape, panel contributions, discovery (setPluginDiscovery), lifecycle, and what's in/out of v1. - Worked example —
packages/plugin-trees: a first-party plugin (procedural trees, flowers, grass + a presets panel) structurally identical to a third-party pack. Copy it as a starting point.
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 |