Wall-mounted items join doors/windows on roof-segment wall faces, and the storage model moves to FACE-LOCAL coordinates so hosted children track segment edits live. - Children store roofFace + position [u, v, z-from-mid-plane] with rotation 0 in-frame — the exact wall-child conventions (the wall volume's mid-plane lands on the nominal footprint). A shared <RoofFaceHostFrame> derives segment pose + face frame from the live-override-merged segment: children follow resize handle drags in real time and never jump on commit. No re-anchor cascade needed — position is authoritative, the frame is derived. migrateNodes converts branch-era segment-local data. - Items: roofWallStrategy + roof:* handlers in the placement coordinator (surface 'roof-wall'), Shift free-place normalized with walls, ItemSystem wall-side push extended to segment hosts, correct 2D plan glyphs via face→segment→roof pose composition. The roof hit resolver + overlap guard moved to @pascal-app/editor (the coordinator lives there; nodes already depends on editor). - Cuts: subtractAccessoryCuts extracted and applied in BOTH the merged-shell and per-segment CSG paths (full edit mode / painted segments used to lose every hole), built from the CURRENT host geometry and live-effective children so holes follow segment and opening drags. - Handle rig: the grandparent portal now maps the node's world pose into the portal frame instead of composing parent+node registry poses — correct for any nesting (the face-frame group broke the old assumption), identical for walls. - Host-field hygiene: useDraftNode.commit/adopt and the window panel duplicate forward roofSegmentId/roofFace/wallId; every roof↔wall re-anchor clears and every revert restores them. Codex-reviewed (design consultation, adversarial rounds on the replaced cascade and on this refactor); frame conventions locked by unit tests. Record: private-editor plans/editor-roof-wall-openings.md. Co-Authored-By: Claude Fable 5 <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