* Add roof surface placement support for items Items (e.g. solar panels) can now be placed on sloped roof surfaces. The placement system computes euler rotation from the roof surface normal so items sit flush on the slope instead of going inside. - Add roofStrategy to placement-strategies with enter/move/click/leave - Wire roof:enter/move/click/leave events in the placement coordinator - Add calculateRoofRotation in placement-math using surface normals - Support full 3D cursor rotation for sloped surfaces - Items on roofs are parented to the level with world-space rotation Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * fixed conflict * feat(floorplan): add construction dimension strings * feat(floorplan): coordinate opening dimensions * feat(floorplan): add opening documentation * feat(floorplan): add construction dimensions and notes * feat(floorplan): add interior dimensions and curved note leaders * feat(floorplan): improve construction dimensions and document plan * feat(floorplan): harden construction document output * feat(floorplan): add annotation collision diagnostics * feat(floorplan): size export annotations in paper space * feat(floorplan): automatically separate overlapping labels * fix(floorplan): resolve dense label overlaps * fix(floorplan): remove stale collision warning overlays * fix(floorplan): treat mark pills as collision obstacles * feat(floorplan): place short dimension values outside * fix(floorplan): preserve dimension string order * fix(floorplan): avoid architectural geometry in label layout * feat(floorplan): add dimension side fallback leaders * docs(floorplan): update chapter 17 implementation status * fix(floorplan): dimension subdivided interior walls * feat: add associative floor plan dimensions * feat: add continuous construction dimension strings * feat: add structural floor plan grids * feat: coordinate columns with structural grids Snap column placement and movement to structural axes and intersections, derive associative grid references, and preserve floor-plan rotation by allowing secondary-button pointer moves through the grid drafting layer. * feat: add architectural room documentation Add room-role metadata, editable documentation fields, centered room labels, and persisted live/PDF visibility while preserving generic zone behavior. * feat: generate architectural room schedules Add registry-driven room schedule rows with unit-aware areas and heights, natural room ordering, enclosure resolution, and document-quality warnings. * feat: add reliable room clear dimensions Derive unit-aware clear dimensions from proven modeled inside wall faces for straight rectangular rooms, including rotated and split-wall enclosures, while suppressing unproven datums. * feat: add architectural stair documentation Add level-aware UP/DN graphics, derived flight and rail notes, plan break and overhead conventions, linked destination-level projection, and persisted live/PDF visibility. * feat: add typed specialty construction notes Add schema-validated specialty payloads, standardized plan notation, contract-scope metadata, configurable overhead outlines, and editor authoring controls. * feat: add curved and circular dimensions Add associative radius, diameter, center, chord, arc-length, angular, and coordinate modes with unit-aware notation, repeated-feature labels, 2D authoring, and document controls. * feat: coordinate floor plan drawing types Add persistent floor, foundation, reflected-ceiling, roof, and site plan views with per-dimension show, omit, reference, and foundation-controller behavior across live and PDF output. * feat: add associative curved wall dimensions Bind radius, center, chord, arc-length, and angular construction dimensions directly to curved wall geometry so annotations update when the host curve changes. * fix: render automatic curved wall dimensions The wall floor-plan builder explicitly skipped curved walls, leaving the associative authoring workflow as the only dimension path. Render a concentric arc-length dimension automatically and keep it governed by automatic-dimension visibility. * fix: use radius callout for curved walls Replace the automatic arc-length annotation with the source-standard radius method: computed center mark, radial leader, curve arrow, and R value. Keep adjacent linear strings responsible for locating the curve tangencies and depth. * Implement construction dimension string editing * Add construction dimension standards controls * Apply drawing standards to automatic dimensions * Add floorplan overhead and reference visibility controls * Add view-specific dimension segment suppression * Add persistent drawing sheet model * Plot floorplan exports at fixed scale * Apply paper-space annotation profiles * Compose floorplan PDF sheets * Support sheet paper sizes and preflight * Persist pinned annotation layout overrides * Expand annotation collision obstacles * Add floorplan annotation preflight surface * Add reusable drawing sheet general notes * Add drawing sheet keyed note instances * Add drawing sheet document markers * Expand construction note leader terminators * Add wall assembly layer model * Resolve wall assembly datum references * Add wall assembly floorplan graphics * Add opening documentation dimension policies * Add finish-face room clear dimensions * Extend room clear dimensions to rectilinear rooms * Add construction module advisories * Add clearance advisory profiles * Add dimension completeness audit * Expand dimension completeness audit * Include preflight issues in completeness audit * feat: complete floorplan construction documentation * refactor: remove construction note node * feat: refine floorplan documentation and unit display * fix(editor): improve floorplan PDF dimensions * fix(floorplan): refresh annotation collision layout * fix(floorplan): keep annotations clear and restore registry boundaries * feat(floorplan): refine construction dimension references * fix(floorplan): align documentation tools with architecture --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Pascal Editor
A 3D building editor built with React Three Fiber and WebGPU.
https://github.com/user-attachments/assets/8b50e7cf-cebe-4579-9cf3-8786b35f7b6b
Using Published Packages
The viewer runtime and built-in node definitions are separate packages. Install the full built-in
viewer set, then load the built-in plugin once before mounting <Viewer>:
npm install @pascal-app/core @pascal-app/viewer @pascal-app/editor @pascal-app/nodes
import { loadPlugin } from '@pascal-app/core'
import { builtinPlugin } from '@pascal-app/nodes'
await loadPlugin(builtinPlugin)
See the @pascal-app/viewer quick start for a React example.
Repository Architecture
This is a Turborepo monorepo with four main runtime packages:
editor/
├── apps/
│ └── editor/ # Next.js application
├── packages/
│ ├── core/ # Schemas, scene state, and registry contracts
│ ├── viewer/ # 3D rendering runtime and shared systems
│ ├── editor/ # Editing tools and UI components
│ ├── nodes/ # Built-in node definitions, renderers, and systems
│ └── ui/ # Shared UI components
Separation of Concerns
| Package | Responsibility |
|---|---|
| @pascal-app/core | Node schemas, scene state (Zustand), registry contracts, spatial queries, and event bus |
| @pascal-app/viewer | 3D rendering via React Three Fiber, shared render systems, default camera/controls, and post-processing |
| @pascal-app/editor | Editing tools, panels, selection, and direct-manipulation UI |
| @pascal-app/nodes | Built-in registry plugin with node definitions, renderers, geometry, and systems |
| apps/editor | Standalone Next.js host for the editor packages |
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
Building a Plugin
The editor is extensible: a plugin ships node kinds (schema, 3D/2D rendering, placement tools, inspector parametrics) and left-rail panels through the same Plugin manifest the built-ins use — there is no separate internal API.
- Developer guide — Create a plugin: the
Pluginshape, panel contributions, discovery, lifecycle, and what's in/out of v1. - Worked example —
pascalorg/plugin-trees: a standalone plugin with procedural trees, flowers, grass, and a presets panel. Clone it as a starting point.
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:3002
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 |