Files
editor/packages/core
Wassim SAMADandClaude Opus 4.7 3f3818f3b0 Phase 4: generic GeometrySystem + ParametricNodeRenderer; shelf ports off renderer/system files
Lands the three-checkbox composition runtime documented in
wiki/architecture/node-definitions.md. A kind with only a pure
geometry function now needs zero per-kind React or system code.

Type-side additions (packages/core/src/registry/types.ts):
 - New `GeometryContext` (resolve / children / siblings / parent) — read-
   only scene access for builders that reference other nodes by ID
   (wall miters, door cutouts). Most kinds ignore it.
 - New `geometry?: (node, ctx) => Object3D` field on NodeDefinition,
   independent of renderer/system. Three orthogonal opt-ins replace the
   v0 RendererSource union.
 - Re-exported via packages/core/src/registry/index.ts (consumed by
   nodes packages through `export * from './registry'`).

Runtime (packages/viewer):
 - New <GeometrySystem> (systems/geometry/geometry-system.tsx) walks
   dirtyNodes, builds a GeometryContext per dirty node, calls
   def.geometry, disposes old children, attaches new ones, clearDirty.
   Frame priority 2 (matches the priority shelf's per-kind system had).
   Mounted in viewer/index.tsx alongside <RegisteredSystems>.
 - New <ParametricNodeRenderer> (components/renderers/parametric-node-
   renderer.tsx) — empty <group> + useRegistry + useNodeEvents +
   markDirty-on-mount + useLiveTransforms. Mounts hosted children via
   <NodeRenderer> recursively. The default renderer for any registered
   kind without a custom def.renderer.
 - <NodeRenderer> dispatch updated: custom renderer wins, else
   geometry-only kinds fall through to ParametricNodeRenderer, else
   null (legacy switch fallback). Documented inline.

Shelf migration (proof of the boilerplate collapse):
 - Deleted nodes/src/shelf/renderer.tsx (was 45 lines of registry +
   handler boilerplate).
 - Deleted nodes/src/shelf/system.tsx (was 60 lines of dirty-loop +
   dispose plumbing).
 - shelfDefinition now: `geometry: buildShelfGeometry`. One line.
   buildShelfGeometry is the pure function from geometry.ts that already
   existed.

End-to-end effect: registry-driven shelf now mounts via the framework's
generic renderer + system. Parametric edits flow through the same
dirty-driven rebuild path, but the kind ships ~100 fewer lines of
boilerplate. Every future kind that fits the same shape (item, fence
segment, column, etc. as they migrate in Phase 5) follows the same
"one line, one pure function" pattern.

Wall stays on its dedicated def.renderer + def.system — its mitering
needs level-batch context (`ctx.levelData?.miters`, future extension)
that the generic system doesn't yet provide. Decided at Phase 3+, not
blocking Phase 4 acceptance.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 10:03:51 -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