* fix(core): apply window schema defaults on scene load Windows saved before a schema field existed (columnRatios/rowRatios/ frameThickness/…) loaded with those fields missing; the window mesh builder reads them unconditionally and threw every frame, crashing the viewer on legacy scenes. Zod-parse windows on load like doors so the schema defaults land. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(editor): mount plant geometry during client GLB/STL/OBJ export The client export never set isExporting, so instanced kinds (trees/ flowers/grass) kept their colorWrite:false raycast collider mounted and exported it as an opaque white box, while the real geometry (which only mounts while exporting) was never captured. Reuse BakeExporter's flag + frame-wait dance in ExportManager, and harden isRenderableMesh to drop colorWrite:false materials from exports entirely. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(editor): route zone drawing through the shared surface snap The zone tool quantized later vertices by distance along a free ray instead of snapping to the grid, and never joined the magnetic wall-corner/midpoint/crossing + alignment-guide pipeline that walls, slabs and ceilings use. Give zone the slab treatment in the 3D tool and both 2D floorplan branches (move + click + double-click commit). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(viewer): self-host the scene environment HDR drei's preset="sunset" fetches venice_sunset_1k.hdr from raw.githack.com, which intermittently fails ("Could not load venice_sunset_1k.hdr: Failed to fetch"). Point Environment at /hdri/venice_sunset_1k.hdr and ship the file in the app's public/ — same mirroring convention as /audios/sfx; consuming apps must carry the file too. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(editor): unmount zones entirely outside the zones layer Zone labels showed in every editing mode (visual noise), and each zone kept a drei <Html> mounted at opacity 0 — an <Html> costs per-frame matrix work and live DOM even when invisible. A new viewer presentation flag (showZones, default true) lets the editor unmount zone meshes and labels whenever the structure layer isn't 'zones' (and during snapshot capture); the registered group stays so zones keep their scene identity for selection and GLB export. Preview / first-person / viewer surfaces are untouched. Raycast-disable moved from a one-shot group flag to per-frame on the meshes, which now remount on layer toggles. 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
- 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