* feat(editor): stage overlay slot, preselectable snapshot crop, pro capture overlay - Editor/EditorLayoutV2 gain a stageOverlay slot rendered over the canvas but under the viewer toolbar (z-10 < z-20), so hosts can swap in a full-stage surface (e.g. studio gallery) without unmounting the WebGL canvas; FloatingLevelSelector hides while a stage overlay is active - CaptureMode 'standard' accepts an optional crop preselection (SnapshotCropMode, exported) so hosts can enter capture with standard/viewport/area already chosen - SnapshotCaptureOverlay restyle: letterboxed 16:9 frame with corner accents + rule-of-thirds for standard mode, thirds grid in viewport and area modes, top-center crop/format HUD chips, shutter button with capture/saved states — all existing crop, drag, resize and preset behaviors preserved Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(editor): standard-capture aspect presets, capture scrim, caption fix - Standard crop gains aspect presets (16:9, 9:16, 4:3, 3:4, 1:1) — clicking the active Standard chip opens the picker; the letterbox frame, HUD and output resolution follow the choice - ThumbnailGenerateEvent carries standardSize; ThumbnailGenerator center-crops to it (default stays 1920×1080) - Subtle bottom scrim keeps shutter/caption readable on bright scenes - Fix missing space in the snapshot caption Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(editor): standard-capture aspect preselect via CaptureMode Hosts (the studio capbar) can now pass standardAspect alongside crop when entering capture mode; the overlay initializes its aspect picker from it. SnapshotStandardAspect exported. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
@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 containerBuildingNode- Building within a siteLevelNode- Floor levelWallNode- Vertical wall with optional openingsSlabNode- Floor slabCeilingNode- Ceiling surfaceRoofNode- Roof geometryZoneNode- Spatial zone/roomItemNode- Furniture, fixtures, appliancesScanNode- 3D scan referenceGuideNode- 2D guide image reference
Systems
Systems process dirty nodes each frame to update geometry:
WallSystem- Wall geometry with mitering and CSG cutoutsSlabSystem- Floor polygon generationCeilingSystem- Ceiling geometryRoofSystem- Roof generationItemSystem- Item positioning on walls/ceilings/floors
License
MIT