Files
editor/packages/core
Wassim SAMADandClaude Opus 4.7 d1231b4901 Phase 5 Stage D moves: live-drag for slab/ceiling + cursor follows pointer
User-reported regressions after the previous Stage D move ports:

1. Slab/ceiling moves were sluggish because the actions wrote
   scene.update(polygon) every grid:move tick → React re-render +
   CSG-with-holes geometry rebuild per frame.

   Apply the live-drag exception (same recipe fence move already used):
   visual translation via `sceneRegistry.nodes.get(id).position` +
   `useLiveTransforms`; scene.polygon is only written on commit. Polygon
   center precomputed in ctx, mesh-offset clears on commit/cancel.

2. Cursor sphere sat at the polygon center (offset from the user's
   actual cursor by `originalCenter - first_cursor`). Move wrappers
   now subscribe to `grid:move` and set `cursorRef.current.position`
   directly — no React state, no per-tick reconcile. Cursor lands on
   the user's pointer.

3. Fence move had the same React-reconcile-per-tick cost via its
   `useLiveTransforms` subscription. Switched to the same direct
   ref-mutation pattern.

Adds a "REAL bend" test pinning that one Ctrl-Z after a real curve
drag undoes only the bend, not the create. The previously reported
"first undo does nothing" outcome reproduces only for no-op bends
(drags within `normalizeWallCurveOffset`'s straight-snap threshold,
≈1.5cm on a 3m fence). For visible bends the dance pushes a real
pastState entry and one undo step rolls back the bend.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 08:27:27 -04:00
..
2026-02-05 08:22:19 +09:00

@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 container
  • BuildingNode - Building within a site
  • LevelNode - Floor level
  • WallNode - Vertical wall with optional openings
  • SlabNode - Floor slab
  • CeilingNode - Ceiling surface
  • RoofNode - Roof geometry
  • ZoneNode - Spatial zone/room
  • ItemNode - Furniture, fixtures, appliances
  • ScanNode - 3D scan reference
  • GuideNode - 2D guide image reference

Systems

Systems process dirty nodes each frame to update geometry:

  • WallSystem - Wall geometry with mitering and CSG cutouts
  • SlabSystem - Floor polygon generation
  • CeilingSystem - Ceiling geometry
  • RoofSystem - Roof generation
  • ItemSystem - Item positioning on walls/ceilings/floors

License

MIT