Files
editor/packages/core
22c9472066 Adjustments pass: shadow bias, polygon editor UX, space-detection load fix (#502)
* fix(viewer): tune shadow biases to stop acne without detaching shadows

normalBias 0.02 was too small a texel offset for the building-fit 1024
shadow map and brought back self-shadowing acne. Settle on normalBias 0.08
(0.07 and below acnes, 0.1 reads detached) plus depth bias -0.0005 to
suppress the residual acne that a normal bias alone couldn't clear.

Also adds a `?debug=shadowcamera` diagnostic that draws a CameraHelper for
each shadow camera so the fitted frustum can be inspected while tuning.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(editor): polygon editor handle UX — focus, cursors, visibility

- vertex/midpoint cylinders ignore scene depth like the edge arrows so
  they stay visible through walls and slabs; vertex radius 0.1 -> 0.08,
  midpoint 0.06 -> 0.05, midpoints use the brighter arrow shade at rest
- during any drag only the active handle stays mounted (other arrows,
  vertices, edge bars and the cross disappear) so the gesture reads clearly
- handles set pointer cursors: move for vertices/midpoints/cross, and a
  screen-space direction-aware resize cursor for the edge arrows

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): keep ceiling affordances quiet during any interaction

The ceiling corner brackets' hit boxes caught drag-time hover (spatial
events keep firing during host drags by design), set hoveredId to the
ceiling and flashed the ceiling grid mid-gesture — e.g. while dragging a
slab polygon vertex. Unmount the brackets while ANY interaction scope is
active, and gate CeilingSystem's hover-driven grid reveal on idle scope +
no inputDragging as a second layer.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(core): stop room detection resurrecting deleted slabs on load

Two holes in the wall-driven auto slab sync:

- initSpaceDetectionSync started with an empty baseline, so scene
  hydration (one atomic setScene) read as 'every wall changed' and ran a
  full detection pass on every load, recreating auto slabs the user had
  deleted. Seed the baseline from the store at init and treat a level's
  first snapshot as baseline — detection now only reacts to in-session
  wall edits.

- matchesManualFootprint required mutual coverage, so a single manual
  slab spanning multiple rooms never suppressed those rooms' auto slabs
  (only a fraction of it lies inside each room). Suppression now only
  asks whether the ROOM is substantially covered by the union of manual
  slabs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 10:55:05 -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