User pointed at the palette's PNG icons in the bottom toolbar — they
expected the inspector title to use the same artwork, not the iconify
lucide glyphs. Different visual style.
- IconRef gains `{ kind: 'url'; src: string }`. Plain `<img>` render
in ParametricInspector (no next/image — the inspector is
`'use client'`).
- All currently-registered kinds switched to URL refs matching their
palette `iconSrc`:
fence → /icons/fence.png
slab → /icons/floor.png
ceiling → /icons/ceiling.png
wall → /icons/wall.png
spawn → /icons/site.png
shelf → /icons/column.png (placeholder, same as palette)
- Kind-owned panels (slab/ceiling) already pass URL strings to their
own PanelWrapper; unchanged.
Door/window/item will get URL refs when they register at Stage A.
Co-Authored-By: Claude Opus 4.7 (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