Files
editor/packages/core
96d6e0afdb fix(core): update stale registry + stair-opening tests to match behavior (#358)
Two unit-test groups had drifted from intentional implementation changes
and have been failing CI on main since before they were noticed:

- registry: re-registering a node kind is now HMR-aware — it warns and
  replaces in dev/test and only throws in production (registry._register,
  introduced in the in-world-selection work). `bun test` runs with
  NODE_ENV=test, so the duplicate-kind tests took the dev (warn) path and
  no longer threw. Pin NODE_ENV to 'production' for the throw-path
  assertions via an `inProduction` helper, and add explicit dev/HMR
  coverage for the warn-and-replace path.

- stair-opening-sync: the straight-flight opening geometry was
  deliberately enlarged ("increase stair opening buffer constraints",
  treadDepth*10 / length*0.8 / 3.0, openingOffset default 0.15). The
  enlarged opening now spans nearly the full slab depth, so the manual
  hole fixtures (which must *contain* the auto opening to suppress it) no
  longer covered it. Enlarge the manual-opening fixtures to genuinely
  cover the current opening, preserving each test's intent.

No production code changed — only test fixtures/assertions.

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-02 10:44:15 -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