Files
editor/packages/core
603f5d2242 feat(materials): dynamic library registry, picker source tabs, Other category (#525)
* feat(materials): dynamic library registry, picker source tabs, create-material entry point

Core gains a runtime material registry (registerLibraryMaterials/
unregisterLibraryMaterials/subscribeLibraryMaterials) so embedders can
feed user/community materials; library: refs to registered materials
resolve in the viewer unchanged. MaterialCatalogItem carries an optional
source (pascal|community|mine|workspace). MaterialPicker gets a source
filter row and an optional onCreateMaterialRequest '+ New material'
tile, threaded through MaterialPaintPanel.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(materials): underline source tabs in picker, matching catalog browse surfaces

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(materials): add 'other' category for uncategorized library materials

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(viewer): rebuild node material when a texture slot is cleared

Reused cached WebGPU materials keep a compiled TextureNode per slot; nulling
the slot for a cold texture load (or a preset without the map) without
needsUpdate leaves the node's per-frame material reference pulling null,
crashing the render pass in TextureNode.update. Cold loads are the norm for
freshly generated library materials, whose maps aren't in the texture cache.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(viewer): standard materials always carry a displacement texture

three's WebGPU shadow pass copies each object's displacementMap onto one
shared per-light shadow material while caching per-mesh shadow node graphs
against that shared override. A mesh whose shadow graph was built with a
displacement TextureNode (painted with a generated material — the only
presets carrying height maps) crashes the render pass with "null (reading
'matrix')" the moment a material without a displacement texture is swapped
onto it, which is exactly what the paint hover preview does. Give every
MeshStandardNodeMaterial a shared 1x1 black displacement texel (zero offset)
when it has no real height map, so the copied slot is never null in either
direction.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 10:00:48 -04:00
..

@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
  • Registry Contracts - Plugin and node-definition APIs shared by renderers and editor tools
  • 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 } from '@pascal-app/core'

// Create a wall
const wall = WallNode.parse({
  start: [0, 0],
  end: [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

Built-in Node Definitions

Core contains the schemas, scene state, and registry contracts. The built-in node definitions, renderers, geometry builders, tools, and systems ship in @pascal-app/nodes:

import { loadPlugin } from '@pascal-app/core'
import { builtinPlugin } from '@pascal-app/nodes'

await loadPlugin(builtinPlugin)

Load the plugin before mounting @pascal-app/viewer. See the @pascal-app/viewer quick start for a React example.

License

MIT