Files
editor/packages/core
Wassim SAMADandClaude Opus 4.8 9f1627e923 feat(paint-slots): paintable slots for windows + doors (frame/glass, panel/glass)
Windows and doors build all visuals in their viewer systems from module-global
materials, so this threads per-node slot materials + userData.slotId tags
through those builders without restructuring them:

- window: 'frame' + 'glass' slots. door: 'panel' (body = casing + leaf) +
  'glass'; the opening reveal keeps its own material.
- Each system captures per-frame viewer state, then updateWindow/DoorMesh points
  the builder-facing base/glass materials at the node's resolved slot override
  (recomputed per node, so the next node resets without a restore). Meshes are
  auto-tagged in the shared addBox/addShape helpers by which material they got.
- Textures-off still collapses to the role material (escape hatch); a slot
  override only applies in colored mode.
- Editing a referenced scene material re-dirties the window/door (these systems
  aren't covered by GeometrySystem's scene-material re-dirty).
- New paint capabilities (resolve role from userData.slotId, preview by
  userData.slotId) + capabilities.slots; window/door dropped from the paint
  disabled list. Shared previewSlotByUserData helper.

Defaults unchanged: unpainted windows/doors render exactly as before (the slot
fallback is the existing frame/glass material), so no visual regression.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 08:54:18 -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