Files
editor/packages/core
Wassim SAMADandClaude Opus 4.8 967a905e3b feat(paint-slots): unified slot defaults + paint for slab, ceiling, wall (phase 5)
Brings slab, ceiling, and wall onto the unified slot contract the shelf
established, so each declares its paintable slots with a declarative default and
(slab/ceiling) is painted through the registry capabilities.paint dispatch.

- Shared helper packages/nodes/src/shared/slot-paint.ts: a node.slots-based
  PaintCapability factory (commit/resolve/effective generic; preview injected).
  Distinct from surface-paint.ts, which writes the legacy inline node.material.
- slab: schema slots; def.geometry resolves node.slots.surface -> legacy
  material -> declared default, tags the mesh userData.slotId; slabPaint +
  capabilities.slots. Retires DEFAULT_SLAB_MATERIAL in the slab path.
- ceiling: schema slots; material builders extracted to ceiling/materials.ts
  (shared by renderer + paint preview, built BackSide so the hover preview is
  visible from below); renderer resolves the slot; ceilingPaint + slots.
- wall: WALL_SLOT_DEFAULT in core; the viewer's getMaterialsForWall renders an
  unpainted face with its declared default instead of the themed wall role;
  capabilities.slots (interior/exterior). wallPaint's inline interior/exterior
  fields are unchanged (node.slots migration is a later step).
- selection-manager + material-paint: drop slab/ceiling from the legacy
  single-surface arms (now registry-driven).

Behavior change (intended, matches the shelf precedent + the phase-5 plan):
colored-mode UNPAINTED slab/ceiling/wall surfaces now render their fixed slot
default (#e5e5e5 / #f5f5dc / #ffffff) instead of the theme role colour. The
textures-off (monochrome) role collapse is unchanged — the escape hatch.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 07:51:37 -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