Files
editor/packages/viewer
717c2c5c0a fix: bug pass — legacy window crash, plant exports, zone snapping/visibility, HDR (#473)
* fix(core): apply window schema defaults on scene load

Windows saved before a schema field existed (columnRatios/rowRatios/
frameThickness/…) loaded with those fields missing; the window mesh
builder reads them unconditionally and threw every frame, crashing the
viewer on legacy scenes. Zod-parse windows on load like doors so the
schema defaults land.

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

* fix(editor): mount plant geometry during client GLB/STL/OBJ export

The client export never set isExporting, so instanced kinds (trees/
flowers/grass) kept their colorWrite:false raycast collider mounted and
exported it as an opaque white box, while the real geometry (which only
mounts while exporting) was never captured. Reuse BakeExporter's
flag + frame-wait dance in ExportManager, and harden isRenderableMesh
to drop colorWrite:false materials from exports entirely.

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

* fix(editor): route zone drawing through the shared surface snap

The zone tool quantized later vertices by distance along a free ray
instead of snapping to the grid, and never joined the magnetic
wall-corner/midpoint/crossing + alignment-guide pipeline that walls,
slabs and ceilings use. Give zone the slab treatment in the 3D tool and
both 2D floorplan branches (move + click + double-click commit).

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

* fix(viewer): self-host the scene environment HDR

drei's preset="sunset" fetches venice_sunset_1k.hdr from
raw.githack.com, which intermittently fails ("Could not load
venice_sunset_1k.hdr: Failed to fetch"). Point Environment at
/hdri/venice_sunset_1k.hdr and ship the file in the app's public/ —
same mirroring convention as /audios/sfx; consuming apps must carry
the file too.

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

* feat(editor): unmount zones entirely outside the zones layer

Zone labels showed in every editing mode (visual noise), and each zone
kept a drei <Html> mounted at opacity 0 — an <Html> costs per-frame
matrix work and live DOM even when invisible. A new viewer presentation
flag (showZones, default true) lets the editor unmount zone meshes and
labels whenever the structure layer isn't 'zones' (and during snapshot
capture); the registered group stays so zones keep their scene identity
for selection and GLB export. Preview / first-person / viewer surfaces
are untouched. Raycast-disable moved from a one-shot group flag to
per-frame on the meshes, which now remount on layer toggles.

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

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 10:19:27 -04:00
..
2026-02-05 08:22:19 +09:00

@pascal-app/viewer

3D viewer component for Pascal building editor.

Installation

npm install @pascal-app/viewer @pascal-app/core

Peer Dependencies

npm install react three @react-three/fiber @react-three/drei

What's Included

  • Viewer Component - WebGPU-powered 3D viewer with camera controls
  • Node Renderers - React Three Fiber components for all node types
  • Post-Processing - SSGI (ambient occlusion + global illumination), TRAA (anti-aliasing), outline effects
  • Level System - Level visibility and positioning (stacked/exploded/solo modes)
  • Wall Cutout System - Dynamic wall hiding based on camera position
  • Asset URL Helpers - CDN URL resolution for models and textures

Usage

import { Viewer, useViewer } from '@pascal-app/viewer'
import { useScene } from '@pascal-app/core'

function App() {
  return (
    <div style={{ width: '100vw', height: '100vh' }}>
      <Viewer />
    </div>
  )
}

Custom Camera Controls

import { Viewer } from '@pascal-app/viewer'
import { CameraControls } from '@react-three/drei'

function App() {
  return (
    <Viewer selectionManager="custom">
      <CameraControls />
    </Viewer>
  )
}

Viewer State

import { useViewer } from '@pascal-app/viewer'

function ViewerControls() {
  const levelMode = useViewer(s => s.levelMode)
  const setLevelMode = useViewer(s => s.setLevelMode)
  const wallMode = useViewer(s => s.wallMode)
  const setWallMode = useViewer(s => s.setWallMode)

  return (
    <div>
      <button onClick={() => setLevelMode('stacked')}>Stacked</button>
      <button onClick={() => setLevelMode('exploded')}>Exploded</button>
      <button onClick={() => setWallMode('cutaway')}>Cutaway</button>
      <button onClick={() => setWallMode('up')}>Full Height</button>
    </div>
  )
}

Asset CDN Helpers

import { resolveCdnUrl, ASSETS_CDN_URL } from '@pascal-app/viewer'

// Resolves relative paths to CDN URLs
const url = resolveCdnUrl('/items/chair/model.glb')
// → 'https://pascal-cdn.wawasensei.dev/items/chair/model.glb'

// Handles external URLs and asset:// protocol
const externalUrl = resolveCdnUrl('https://example.com/model.glb')
// → 'https://example.com/model.glb' (unchanged)

Features

  • WebGPU Rendering - Hardware-accelerated rendering via Three.js WebGPU
  • Post-Processing - SSGI for realistic lighting, outline effects for selection
  • Level Modes - Stacked, exploded, or solo level display
  • Wall Cutaway - Automatic wall hiding for interior views
  • Camera Modes - Perspective and orthographic projection
  • Scan/Guide Support - 3D scans and 2D guide images

License

MIT