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>
@pascal-app/viewer
3D viewer component for Pascal building editor.
Installation
npm install @pascal-app/viewer @pascal-app/core
Peer Dependencies
npm install react three @react-three/fiber @react-three/drei
What's Included
- Viewer Component - WebGPU-powered 3D viewer with camera controls
- Node Renderers - React Three Fiber components for all node types
- Post-Processing - SSGI (ambient occlusion + global illumination), TRAA (anti-aliasing), outline effects
- Level System - Level visibility and positioning (stacked/exploded/solo modes)
- Wall Cutout System - Dynamic wall hiding based on camera position
- Asset URL Helpers - CDN URL resolution for models and textures
Usage
import { Viewer, useViewer } from '@pascal-app/viewer'
import { useScene } from '@pascal-app/core'
function App() {
return (
<div style={{ width: '100vw', height: '100vh' }}>
<Viewer />
</div>
)
}
Custom Camera Controls
import { Viewer } from '@pascal-app/viewer'
import { CameraControls } from '@react-three/drei'
function App() {
return (
<Viewer selectionManager="custom">
<CameraControls />
</Viewer>
)
}
Viewer State
import { useViewer } from '@pascal-app/viewer'
function ViewerControls() {
const levelMode = useViewer(s => s.levelMode)
const setLevelMode = useViewer(s => s.setLevelMode)
const wallMode = useViewer(s => s.wallMode)
const setWallMode = useViewer(s => s.setWallMode)
return (
<div>
<button onClick={() => setLevelMode('stacked')}>Stacked</button>
<button onClick={() => setLevelMode('exploded')}>Exploded</button>
<button onClick={() => setWallMode('cutaway')}>Cutaway</button>
<button onClick={() => setWallMode('up')}>Full Height</button>
</div>
)
}
Asset CDN Helpers
import { resolveCdnUrl, ASSETS_CDN_URL } from '@pascal-app/viewer'
// Resolves relative paths to CDN URLs
const url = resolveCdnUrl('/items/chair/model.glb')
// → 'https://pascal-cdn.wawasensei.dev/items/chair/model.glb'
// Handles external URLs and asset:// protocol
const externalUrl = resolveCdnUrl('https://example.com/model.glb')
// → 'https://example.com/model.glb' (unchanged)
Features
- WebGPU Rendering - Hardware-accelerated rendering via Three.js WebGPU
- Post-Processing - SSGI for realistic lighting, outline effects for selection
- Level Modes - Stacked, exploded, or solo level display
- Wall Cutaway - Automatic wall hiding for interior views
- Camera Modes - Perspective and orthographic projection
- Scan/Guide Support - 3D scans and 2D guide images
License
MIT