* Remove .env.local guard; add portless dep
Remove the check that blocked a local .env.local in apps/editor's dev script and simplify the dev startup to source the root .env. Add portless@^0.4.2 to the project dependencies in package.json. Lockfile updated accordingly.
* Improve tool cursors, previews, and contextual tools
Revamp editor tool visuals and behaviour: replace mesh cursors with a new CursorSphere Group (adds ground marker, vertical indicator and optional tool icon tooltip), unify preview colors to #818cf8, add ground-level previews and ghost lines for ceiling and roof tools, and update slab/zone/wall visuals to match. Add automatic build-mode switching and contextual highlighting for structure tools via a new useContextualTools hook, and relax action-menu visibility checks so tool rows are shown even when not in build mode. Minor typing/import adjustments and small opacity/placement tweaks across multiple tool components.
* Keep tools active and refine action-menu styles
Stop auto-deactivating tools in RoofTool and ZoneTool by removing setTool(null) (and setMode('select') in roof). Add hasActiveTool checks and small layout padding to FurnishTools and StructureTools, and update button classes to improve visual emphasis: smoother transitions, stronger active rings/scale, and dimming/grayscale of non-active tools when another tool is active. These changes improve UX by keeping the selected tool active and giving clearer visual feedback in the action menu.
* Improve selection behavior and refresh UI styling
SelectionManager: add global enter/leave/double-click handlers to support cross-phase hovering and auto-switching into structure/furnish on double-click; normalize click handling (explicitly coalesce shiftKey). Remove per-strategy enter/leave listeners.
UI panels & controls: unify and modernize styles across many panels (ceiling, door, item, reference, roof, slab, wall, window) and action buttons — rounded-md, neutral borders, subtle shadows, translucent headers and consistent hover/focus states. Update view toggles icons and toggle styling.
NumberInput: integrate @number-flow/react NumberFlow for formatted value display, add visual drag progress indicator and refine input/label interactions and styling.
Sidebar: replace rename-popover with inline-rename-input and update tree nodes to use inline editing. Add slider-demo and tweak slider implementation. Update package.json accordingly.
* Use Barlow font across editor UI
Add the Google Barlow font and expose it as a CSS variable, update theme font variables in globals.css, and apply the new font across the editor UI. Imports: add Barlow in app/layout.tsx and include its variable on <html>, set body to use font-sans. Apply font-barlow or font-mono classes to headings, labels, numeric readouts and buttons across multiple panels and primitives to standardize typography. Also update button base variant to include font-barlow. Remove the PhaseSwitcher component and its import/usage from the action menu.
* Replace button wrapper with div in LevelItem
Replace the outer <button> around the LevelItem content with a <div> to avoid nesting interactive button elements (and the resulting invalid HTML/interaction issues). Preserves the original classes and onClick/onDoubleClick handlers so behavior remains the same and allows the PopoverTrigger/button children to function correctly.
* Refine site panel list styles and spacing
Update the SitePanel and TreeNode UI to use compact, border-bottom list rows instead of rounded, card-like items. Simplified active/hover states to use bg-accent variants and reduced shadow/ring styles for a cleaner look. Adjusted paddings (pl/px/py) and container layouts (many sections switched to flex-col) and increased tree node indent/paddingRight for consistent alignment. These changes unify spacing and visual hierarchy across levels, buildings, zones and tree nodes.
* Add auto-scroll to selected items and refine icon styles
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Pascal Editor
A 3D building editor built with React Three Fiber and WebGPU.
Repository Architecture
This is a Turborepo monorepo with three main packages:
editor-v2/
├── apps/
│ └── editor/ # Next.js application
├── packages/
│ ├── core/ # Schema definitions, state management, systems
│ └── viewer/ # 3D rendering components
Separation of Concerns
| Package | Responsibility |
|---|---|
| @pascal-app/core | Node schemas, scene state (Zustand), systems (geometry generation), spatial queries, event bus |
| @pascal-app/viewer | 3D rendering via React Three Fiber, default camera/controls, post-processing |
| apps/editor | UI components, tools, custom behaviors, editor-specific systems |
The viewer renders the scene with sensible defaults. The editor extends it with interactive tools, selection management, and editing capabilities.
Stores
Each package has its own Zustand store for managing state:
| Store | Package | Responsibility |
|---|---|---|
useScene |
@pascal-app/core |
Scene data: nodes, root IDs, dirty nodes, CRUD operations. Persisted to IndexedDB with undo/redo via Zundo. |
useViewer |
@pascal-app/viewer |
Viewer state: current selection (building/level/zone IDs), level display mode (stacked/exploded/solo), camera mode. |
useEditor |
apps/editor |
Editor state: active tool, structure layer visibility, panel states, editor-specific preferences. |
Access patterns:
// Subscribe to state changes (React component)
const nodes = useScene((state) => state.nodes)
const levelId = useViewer((state) => state.selection.levelId)
const activeTool = useEditor((state) => state.tool)
// Access state outside React (callbacks, systems)
const node = useScene.getState().nodes[id]
useViewer.getState().setSelection({ levelId: 'level_123' })
Core Concepts
Nodes
Nodes are the data primitives that describe the 3D scene. All nodes extend BaseNode:
BaseNode {
id: string // Auto-generated with type prefix (e.g., "wall_abc123")
type: string // Discriminator for type-safe handling
parentId: string | null // Parent node reference
visible: boolean
camera?: Camera // Optional saved camera position
metadata?: JSON // Arbitrary metadata (e.g., { isTransient: true })
}
Node Hierarchy:
Site
└── Building
└── Level
├── Wall → Item (doors, windows)
├── Slab
├── Ceiling → Item (lights)
├── Roof
├── Zone
├── Scan (3D reference)
└── Guide (2D reference)
Nodes are stored in a flat dictionary (Record<id, Node>), not a nested tree. Parent-child relationships are defined via parentId and children arrays.
Scene State (Zustand Store)
The scene is managed by a Zustand store in @pascal-app/core:
useScene.getState() = {
nodes: Record<id, AnyNode>, // All nodes
rootNodeIds: string[], // Top-level nodes (sites)
dirtyNodes: Set<string>, // Nodes pending system updates
createNode(node, parentId),
updateNode(id, updates),
deleteNode(id),
}
Middleware:
- Persist - Saves to IndexedDB (excludes transient nodes)
- Temporal (Zundo) - Undo/redo with 50-step history
Scene Registry
The registry maps node IDs to their Three.js objects for fast lookup:
sceneRegistry = {
nodes: Map<id, Object3D>, // ID → 3D object
byType: {
wall: Set<id>,
item: Set<id>,
zone: Set<id>,
// ...
}
}
Renderers register their refs using the useRegistry hook:
const ref = useRef<Mesh>(null!)
useRegistry(node.id, 'wall', ref)
This allows systems to access 3D objects directly without traversing the scene graph.
Node Renderers
Renderers are React components that create Three.js objects for each node type:
SceneRenderer
└── NodeRenderer (dispatches by type)
├── BuildingRenderer
├── LevelRenderer
├── WallRenderer
├── SlabRenderer
├── ZoneRenderer
├── ItemRenderer
└── ...
Pattern:
- Renderer creates a placeholder mesh/group
- Registers it with
useRegistry - Systems update geometry based on node data
Example (simplified):
const WallRenderer = ({ node }) => {
const ref = useRef<Mesh>(null!)
useRegistry(node.id, 'wall', ref)
return (
<mesh ref={ref}>
<boxGeometry args={[0, 0, 0]} /> {/* Replaced by WallSystem */}
<meshStandardMaterial />
{node.children.map(id => <NodeRenderer key={id} nodeId={id} />)}
</mesh>
)
}
Systems
Systems are React components that run in the render loop (useFrame) to update geometry and transforms. They process dirty nodes marked by the store.
Core Systems (in @pascal-app/core):
| System | Responsibility |
|---|---|
WallSystem |
Generates wall geometry with mitering and CSG cutouts for doors/windows |
SlabSystem |
Generates floor geometry from polygons |
CeilingSystem |
Generates ceiling geometry |
RoofSystem |
Generates roof geometry |
ItemSystem |
Positions items on walls, ceilings, or floors (slab elevation) |
Viewer Systems (in @pascal-app/viewer):
| System | Responsibility |
|---|---|
LevelSystem |
Handles level visibility and vertical positioning (stacked/exploded/solo modes) |
ScanSystem |
Controls 3D scan visibility |
GuideSystem |
Controls guide image visibility |
Processing Pattern:
useFrame(() => {
for (const id of dirtyNodes) {
const obj = sceneRegistry.nodes.get(id)
const node = useScene.getState().nodes[id]
// Update geometry, transforms, etc.
updateGeometry(obj, node)
dirtyNodes.delete(id)
}
})
Dirty Nodes
When a node changes, it's marked as dirty in useScene.getState().dirtyNodes. Systems check this set each frame and only recompute geometry for dirty nodes.
// Automatic: createNode, updateNode, deleteNode mark nodes dirty
useScene.getState().updateNode(wallId, { thickness: 0.2 })
// → wallId added to dirtyNodes
// → WallSystem regenerates geometry next frame
// → wallId removed from dirtyNodes
Manual marking:
useScene.getState().dirtyNodes.add(wallId)
Event Bus
Inter-component communication uses a typed event emitter (mitt):
// Node events
emitter.on('wall:click', (event) => { ... })
emitter.on('item:enter', (event) => { ... })
emitter.on('zone:context-menu', (event) => { ... })
// Grid events (background)
emitter.on('grid:click', (event) => { ... })
// Event payload
NodeEvent {
node: AnyNode
position: [x, y, z]
localPosition: [x, y, z]
normal?: [x, y, z]
stopPropagation: () => void
}
Spatial Grid Manager
Handles collision detection and placement validation:
spatialGridManager.canPlaceOnFloor(levelId, position, dimensions, rotation)
spatialGridManager.canPlaceOnWall(wallId, t, height, dimensions)
spatialGridManager.getSlabElevationAt(levelId, x, z)
Used by item placement tools to validate positions and calculate slab elevations.
Editor Architecture
The editor extends the viewer with:
Tools
Tools are activated via the toolbar and handle user input for specific operations:
- SelectTool - Selection and manipulation
- WallTool - Draw walls
- ZoneTool - Create zones
- ItemTool - Place furniture/fixtures
- SlabTool - Create floor slabs
Selection Manager
The editor uses a custom selection manager with hierarchical navigation:
Site → Building → Level → Zone → Items
Each depth level has its own selection strategy for hover/click behavior.
Editor-Specific Systems
ZoneSystem- Controls zone visibility based on level mode- Custom camera controls with node focusing
Data Flow
User Action (click, drag)
↓
Tool Handler
↓
useScene.createNode() / updateNode()
↓
Node added/updated in store
Node marked dirty
↓
React re-renders NodeRenderer
useRegistry() registers 3D object
↓
System detects dirty node (useFrame)
Updates geometry via sceneRegistry
Clears dirty flag
Technology Stack
- React 19 + Next.js 16
- Three.js (WebGPU renderer)
- React Three Fiber + Drei
- Zustand (state management)
- Zod (schema validation)
- Zundo (undo/redo)
- three-bvh-csg (Boolean geometry operations)
- Turborepo (monorepo management)
- Bun (package manager)
Getting Started
Development
Run the development server from the root directory to enable hot reload for all packages:
# Install dependencies
bun install
# Run development server (builds packages + starts editor with watch mode)
bun dev
# This will:
# 1. Build @pascal-app/core and @pascal-app/viewer
# 2. Start watching both packages for changes
# 3. Start the Next.js editor dev server
# Open http://localhost:3000
Important: Always run bun dev from the root directory to ensure the package watchers are running. This enables hot reload when you edit files in packages/core/src/ or packages/viewer/src/.
Building for Production
# Build all packages
turbo build
# Build specific package
turbo build --filter=@pascal-app/core
Publishing Packages
# Build packages
turbo build --filter=@pascal-app/core --filter=@pascal-app/viewer
# Publish to npm
npm publish --workspace=@pascal-app/core --access public
npm publish --workspace=@pascal-app/viewer --access public
Key Files
| Path | Description |
|---|---|
packages/core/src/schema/ |
Node type definitions (Zod schemas) |
packages/core/src/store/use-scene.ts |
Scene state store |
packages/core/src/hooks/scene-registry/ |
3D object registry |
packages/core/src/systems/ |
Geometry generation systems |
packages/viewer/src/components/renderers/ |
Node renderers |
packages/viewer/src/components/viewer/ |
Main Viewer component |
apps/editor/components/tools/ |
Editor tools |
apps/editor/store/ |
Editor-specific state |