* fix(core): elect wall slab support from the carrying profile, not face coverage An elevated deck drawn against a house wall covers the wall's outer face line end-to-end (boundary contact counts), so the max-across-polylines election handed the wall origin to the deck: every wall-hosted window/door rode along whenever the deck height changed, and placement local-Y was clamped above the deck top. Elect from the carrying profile instead (per arc segment: highest support per face, min across supported faces), with the pointer cap applied inside the profile so a capped-away deck still falls back to the floor that carries the wall. Also pass curveOffset/ thickness/supportSlabId at the window/door tool query sites so their cursor agrees with the rendered wall frame. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(core): honor live node overrides in spatial-grid support queries Group drags publish translated slab polygons and wall endpoints to useLiveNodeOverrides only; the committed spatial index made floor items and walls re-elect support against the pre-drag slab footprint, so multi-selection moves and room-preset placement jumped vertically until the validating click committed the batch. Support queries now read live-effective slab/wall records and bypass the rendered-polygon cache while a slab or wall on the level has an override; the committed cached path stays the fast path otherwise. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(editor): give the room-preset stamp tool a polygon snap context The host app's room stamp drives placement with tool='room', which has no registry entry, so snapContextOf resolved null: Shift never cycled the snapping mode and the HUD chip stayed hidden during room preset placement. A tool-level context map hands the stamp the no-angle polygon set. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(editor): only synthesize walkthrough fallback floors for ground levels Every slab-less visible level got a >=30x30m opening-free fallback floor box at its elevation, so a walkthrough spawned on an upper level (the no-spawn-node fallback ray picks the highest surface) stood on a phantom plane it could never descend from. Match the baked-GLB viewer policy: only the lowest level of each building (derived baseY === 0) gets the fallback; upper levels rely on their real slabs, whose stair openings are cut into the geometry. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(core): fold useLiveTransforms slab deltas into support queries The slab move tool and the room-preset stamp publish a translation DELTA to useLiveTransforms (no polygon override), so the spatial index still elected support against the slab's committed footprint: furniture riding a room-preset preview (or sitting on a dragged deck) dropped to ground under the visually-moved deck until the validating click. Effective slab records now apply the live delta to polygon/holes/elevation, mapped exactly once at each query's loop entry. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(viewer): reapply floor lift every frame for nodes with live previews FloorElevationSystem only wrote mesh Y for dirty nodes, but the React commit that rebinds a dragged node's base-Y group position can land between frames, after priority-2 systems consumed the dirty mark — the lift then vanished until the next pointer tick re-dirtied the node, blinking the Y of items dragged over elevated slabs. Nodes holding a live override or transform now get the lift reapplied every frame. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(editor): stop the entry camera swap from insta-cancelling walkthrough Entering walkthrough with a persisted orthographic camera swaps it to perspective, which recreates the interaction callbacks and re-ran the pointer-lock effect: its cleanup called exitPointerLock, and the unlock handler read that as "user left walkthrough" — instantly cancelling the fresh entry and arming the browser's ~1.25s re-lock cooldown (hence needing multiple button presses). The effect is now mount-stable (the changing callback rides a ref, deps down to [gl]), and the entry lock request swallows async cooldown rejections like the P-resume path. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(core): don't block build-JSON import over plugin-node children Exports from projects with plugins carry nodes like trees:tree whose ids sit in level.children; the import validator parsed parents against the static children id union, so one tree id hard-failed the level schema and blocked the whole import — while the same data loads fine from the DB (setScene never runs this gate). Parents are now validated against a copy with non-static-schema child ids filtered out; those nodes keep surfacing through the unknown-types warning and the imported payload is unchanged. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(core): treat registered plugin kinds as first-class in import validation Nodes of runtime-registered plugin kinds (trees:tree, trees:grass) were lumped into the unknown-types warning even when the plugin is loaded. The validator now consults the node registry: registered kinds validate against their own registered schema (corrupt plugin nodes still block), count under stats.pluginTypes, and raise no warning — only genuinely unregistered types do, which stays correct for hosts without the plugin. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * style: appease biome (format + forEach block body) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> --------- 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
- 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 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
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