Builds on the explicit per-mesh slot tagging (currentDoorSlot/currentWindowSlot): - Per-part painting: door = panel/frame/glass/hardware, window = frame/glass, each independently paintable. The recessed door/window body sits behind the wall, so the proud invisible cutout wins the scene raycast over the wall and the shared resolveSlotByReRaycast() re-raycasts the kind's own subtree to pick the exact part under the cursor (panel↔frame↔glass↔hardware). Hover tracks the cursor via a re-eval (idempotent, no flicker). - Door frame is its own slot (separate frameMaterial); hardware = new flat 'metal-chrome'. - Library defaults (generic): panel/frame -> library:preset-softwhite, glass -> library:preset-glass (flipped preset-glass to FrontSide — DoubleSide poisons the WebGPU MRT pass; it's the only glass we use). - Catalog: add flat (non-PBR) 'metal-chrome' + 'metal-brass'; drop metal metalness 1 -> 0.6 so metals are lit by existing lights (no env needed). - World-scale UVs (1 unit = 1m) on door/window box meshes via shared box-uv.ts, so finishes tile at real-world scale instead of stretching. - PaintResolveArgs gains an optional for subtree re-raycasting. Co-Authored-By: Claude Opus 4.8 (1M context) <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