a71de82ccb nodes: add MEP movement controls and DWV parity (#438)
* Add roof surface placement support for items

Items (e.g. solar panels) can now be placed on sloped roof surfaces.
The placement system computes euler rotation from the roof surface
normal so items sit flush on the slope instead of going inside.

- Add roofStrategy to placement-strategies with enter/move/click/leave
- Wire roof:enter/move/click/leave events in the placement coordinator
- Add calculateRoofRotation in placement-math using surface normals
- Support full 3D cursor rotation for sloped surfaces
- Items on roofs are parented to the level with world-space rotation

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* fixed conflict

* feat(duct): ceiling-snap drawing + connected-joint endpoint move

Duct draw tool's ceiling mode now hangs each path point just below the
ceiling actually covering it (per-room heights tracked), with a
translucent surface highlight and a plumb line to the floor so the
in-flight point reads clearly from any angle.

Dragging a duct corner that sits on a fitting now carries the fitting's
other ducts along (port-connectivity second hop), so the joint moves
together instead of tearing apart.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* feat(mep): detach + vertical modifiers for duct/pipe joint editing

Alt detaches a dragged duct/pipe endpoint or fitting from its connected
joint (no elbow re-aim, no connectivity follow); Ctrl/Cmd drives vertical
riser movement on the fitting move. Behavioral parity across 2D and 3D.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* feat(mep): full DWV pipe parity for joint editing

Bring pipe-segment endpoint drags and pipe-fitting moves to parity with
duct: free-drag endpoints, Alt-detach, Ctrl/Cmd-vertical riser, elbow
re-aim, and connectivity follow. Generalizes the shared elbow-reaim and
auto-fitting helpers to dispatch by run kind so 2D and 3D share one path.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* feat(mep): wall-style arrow handles for duct fittings + segments

Add violet directional arrow affordances to duct-fitting selection (height,
move cross, rotate arc) mirroring the duct-segment rig: portaled into the
parent frame to stay out of the selection outline, rendered via the shared
HandleArrow, and carrying mated-run connectivity through the single-undo
dance. The move cross engages press-drag-release (placementDragMode) the same
way the floating drag does, so the markup hit-areas go inert and the fitting
move tool commits on pointer-up.

Also re-export the HandleArrow primitives from @pascal-app/editor and extend
the duct-segment side-move/floorplan affordances.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* feat(mep): click-to-latch cube handles for duct + fitting editing

Replace the hover-reveal / multi-handle selection rigs with a single
click-to-latch cube that opens a directional cluster, shared between
duct segments and fittings via a new selection-handles module
(HandleCube / MoveChevron / RotateArc, all sized to the roof pitch cube).

- Duct segment: per-vertex + run-center cubes reveal axis-locked move
  chevrons (down arrow always shown), plus a roll arc at the run center.
- Duct fitting: center cube reveals six ±XYZ move arrows and three
  per-axis rotation arcs (oriented in place), replacing the old
  height/move/rotate trio with axis-cycling.
- Rotation (fitting arcs + duct roll) snaps to 45° steps; Shift = smooth.
- thin chevron profile + press-drag-release commit retained.

* fix(mep): orient duct roll arc consistently + drop Ctrl-vertical drag

Build a fully-determined basis for the duct roll gizmo so the curved
arrow always seats at the top-outer 45° corner regardless of run
direction, instead of an arbitrary apex from a single setFromUnitVectors.
The selection-rig ±Y arrows now own vertical movement, so the redundant
Ctrl-modifier riser drag is removed from the fitting move tool.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* feat(mep): run-aligned duct handles, swing snapping, elbow flatten

Align the duct run-center cube + horizontal arrows to the run axis
(matching the per-vertex handles) while keeping whole-run translate.
Endpoint side / up-down swing arrows now follow grid snap points and
port-snap onto nearby collars (Shift sweeps smoothly). Relax elbow
realign + fitting schemas to flatten to a straight 0° coupling. Surface
HVAC-specific hints in the select-mode helper panel for duct / fitting.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* feat(mep): per-segment linesets/liquid-lines with joint-follow editing

Linesets and liquid lines now commit one independent two-point node per
drawn segment instead of folding into a single mitered polyline, so each
line selects and deletes on its own. Endpoint caps fill shared-coordinate
joints so connected segments still read as continuous pipe.

Dragging a shared endpoint carries mated segments along via port
connectivity (Alt detaches), so a run still edits as one welded piece.
Liquid-line follow mode traces the whole connected lineset run, laying a
per-segment parallel line down its full assembled length.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* feat(mep): vertical-offset auto-routing on duct center-cube ±Y drag

Lifting/lowering a connected run with the run-center cube now keeps each
connected end welded to its stationary partner instead of dragging the
whole network. Run-to-run ends get the classic S/Z offset (two elbows +
plumb riser, partner trimmed back one leg); elbow-connected ends form a
clean L — the existing elbow stays put and re-aims its collar vertical,
with one new top elbow + riser reconnecting to the lifted endpoint. The
offset is ghosted live and minted as a single undo step on release.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Add roof accessory placement guides

Measure roof accessory placement against the active roof face using visible surface bounds and preview geometry footprints. Add dormer-local guides and special linear handling for ridge vents and gutters.

* Improve duct and placement routing

* Fix duct vertical movement routing

* Fix duct vertical offsets and roof accessory movement

* Add DWV movement parity and line endpoint controls

* Fix MEP handle review issues

* Fix chimney placement and duct offset cleanup

* Use snapped targets for roof accessory commits

* fix(nodes): repair MEP movement review issues

- auto-fitting: tee branch now follows the drawn lateral angle; update the
  stale square-tee test + doc comment that contradicted the rewrite
- duct-segment: re-enable the vertical auto-offset rewind (the disabled stub
  left mintedIds empty, so re-dragging a tagged duct stranded old elbows/risers
  and stacked duplicates); remove the dead stub
- duct-segment: strip the stale auto-offset tag on manual corner/roll commits
  so the horizontal-move path no longer trusts an out-of-date base
- chimney: resume history before mutating segment children arrays so a
  cross-segment move reparents in one tracked transaction (undo stays consistent)
- dormer: align schema test with the new windowSill=false default

* fix: address mep movement review issues

* fix: address follow-up mep review comments

* fix: address additional mep review comments

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Co-authored-by: pascal-open-bot <open@pascal.app>
2026-06-23 08:37:15 -04:00
2026-01-21 10:11:30 +09:00
2026-03-13 09:07:46 +01:00
2026-01-14 07:26:59 +09:00
2026-03-10 09:40:07 +01:00
2026-02-11 06:35:56 +09:00
2026-05-09 02:25:25 +00:00

Pascal Editor

A 3D building editor built with React Three Fiber and WebGPU.

MIT License npm @pascal-app/core npm @pascal-app/viewer Discord X (Twitter)

https://github.com/user-attachments/assets/8b50e7cf-cebe-4579-9cf3-8786b35f7b6b

Repository Architecture

This is a Turborepo monorepo with three main packages:

editor-v2/
├── apps/
│   └── editor/          # Next.js application
├── packages/
│   ├── core/            # Schema definitions, state management, systems
│   └── viewer/          # 3D rendering components

Separation of Concerns

Package Responsibility
@pascal-app/core Node schemas, scene state (Zustand), systems (geometry generation), spatial queries, event bus
@pascal-app/viewer 3D rendering via React Three Fiber, default camera/controls, post-processing
apps/editor UI components, tools, custom behaviors, editor-specific systems

The viewer renders the scene with sensible defaults. The editor extends it with interactive tools, selection management, and editing capabilities.

Stores

Each package has its own Zustand store for managing state:

Store Package Responsibility
useScene @pascal-app/core Scene data: nodes, root IDs, dirty nodes, CRUD operations. Persisted to IndexedDB with undo/redo via Zundo.
useViewer @pascal-app/viewer Viewer state: current selection (building/level/zone IDs), level display mode (stacked/exploded/solo), camera mode.
useEditor apps/editor Editor state: active tool, structure layer visibility, panel states, editor-specific preferences.

Access patterns:

// Subscribe to state changes (React component)
const nodes = useScene((state) => state.nodes)
const levelId = useViewer((state) => state.selection.levelId)
const activeTool = useEditor((state) => state.tool)

// Access state outside React (callbacks, systems)
const node = useScene.getState().nodes[id]
useViewer.getState().setSelection({ levelId: 'level_123' })

Core Concepts

Nodes

Nodes are the data primitives that describe the 3D scene. All nodes extend BaseNode:

BaseNode {
  id: string              // Auto-generated with type prefix (e.g., "wall_abc123")
  type: string            // Discriminator for type-safe handling
  parentId: string | null // Parent node reference
  visible: boolean
  camera?: Camera         // Optional saved camera position
  metadata?: JSON         // Arbitrary metadata (e.g., { isTransient: true })
}

Node Hierarchy:

Site
└── Building
    └── Level
        ├── Wall → Item (doors, windows)
        ├── Slab
        ├── Ceiling → Item (lights)
        ├── Roof
        ├── Zone
        ├── Scan (3D reference)
        └── Guide (2D reference)

Nodes are stored in a flat dictionary (Record<id, Node>), not a nested tree. Parent-child relationships are defined via parentId and children arrays.


Scene State (Zustand Store)

The scene is managed by a Zustand store in @pascal-app/core:

useScene.getState() = {
  nodes: Record<id, AnyNode>,  // All nodes
  rootNodeIds: string[],       // Top-level nodes (sites)
  dirtyNodes: Set<string>,     // Nodes pending system updates

  createNode(node, parentId),
  updateNode(id, updates),
  deleteNode(id),
}

Middleware:

  • Persist - Saves to IndexedDB (excludes transient nodes)
  • Temporal (Zundo) - Undo/redo with 50-step history

Scene Registry

The registry maps node IDs to their Three.js objects for fast lookup:

sceneRegistry = {
  nodes: Map<id, Object3D>,    // ID → 3D object
  byType: {
    wall: Set<id>,
    item: Set<id>,
    zone: Set<id>,
    // ...
  }
}

Renderers register their refs using the useRegistry hook:

const ref = useRef<Mesh>(null!)
useRegistry(node.id, 'wall', ref)

This allows systems to access 3D objects directly without traversing the scene graph.


Node Renderers

Renderers are React components that create Three.js objects for each node type:

SceneRenderer
└── NodeRenderer (dispatches by type)
    ├── BuildingRenderer
    ├── LevelRenderer
    ├── WallRenderer
    ├── SlabRenderer
    ├── ZoneRenderer
    ├── ItemRenderer
    └── ...

Pattern:

  1. Renderer creates a placeholder mesh/group
  2. Registers it with useRegistry
  3. Systems update geometry based on node data

Example (simplified):

const WallRenderer = ({ node }) => {
  const ref = useRef<Mesh>(null!)
  useRegistry(node.id, 'wall', ref)

  return (
    <mesh ref={ref}>
      <boxGeometry args={[0, 0, 0]} />  {/* Replaced by WallSystem */}
      <meshStandardMaterial />
      {node.children.map(id => <NodeRenderer key={id} nodeId={id} />)}
    </mesh>
  )
}

Systems

Systems are React components that run in the render loop (useFrame) to update geometry and transforms. They process dirty nodes marked by the store.

Core Systems (in @pascal-app/core):

System Responsibility
WallSystem Generates wall geometry with mitering and CSG cutouts for doors/windows
SlabSystem Generates floor geometry from polygons
CeilingSystem Generates ceiling geometry
RoofSystem Generates roof geometry
ItemSystem Positions items on walls, ceilings, or floors (slab elevation)

Viewer Systems (in @pascal-app/viewer):

System Responsibility
LevelSystem Handles level visibility and vertical positioning (stacked/exploded/solo modes)
ScanSystem Controls 3D scan visibility
GuideSystem Controls guide image visibility

Processing Pattern:

useFrame(() => {
  for (const id of dirtyNodes) {
    const obj = sceneRegistry.nodes.get(id)
    const node = useScene.getState().nodes[id]

    // Update geometry, transforms, etc.
    updateGeometry(obj, node)

    dirtyNodes.delete(id)
  }
})

Dirty Nodes

When a node changes, it's marked as dirty in useScene.getState().dirtyNodes. Systems check this set each frame and only recompute geometry for dirty nodes.

// Automatic: createNode, updateNode, deleteNode mark nodes dirty
useScene.getState().updateNode(wallId, { thickness: 0.2 })
// → wallId added to dirtyNodes
// → WallSystem regenerates geometry next frame
// → wallId removed from dirtyNodes

Manual marking:

useScene.getState().dirtyNodes.add(wallId)

Event Bus

Inter-component communication uses a typed event emitter (mitt):

// Node events
emitter.on('wall:click', (event) => { ... })
emitter.on('item:enter', (event) => { ... })
emitter.on('zone:context-menu', (event) => { ... })

// Grid events (background)
emitter.on('grid:click', (event) => { ... })

// Event payload
NodeEvent {
  node: AnyNode
  position: [x, y, z]
  localPosition: [x, y, z]
  normal?: [x, y, z]
  stopPropagation: () => void
}

Spatial Grid Manager

Handles collision detection and placement validation:

spatialGridManager.canPlaceOnFloor(levelId, position, dimensions, rotation)
spatialGridManager.canPlaceOnWall(wallId, t, height, dimensions)
spatialGridManager.getSlabElevationAt(levelId, x, z)

Used by item placement tools to validate positions and calculate slab elevations.


Editor Architecture

The editor extends the viewer with:

Tools

Tools are activated via the toolbar and handle user input for specific operations:

  • SelectTool - Selection and manipulation
  • WallTool - Draw walls
  • ZoneTool - Create zones
  • ItemTool - Place furniture/fixtures
  • SlabTool - Create floor slabs

Selection Manager

The editor uses a custom selection manager with hierarchical navigation:

Site → Building → Level → Zone → Items

Each depth level has its own selection strategy for hover/click behavior.

Editor-Specific Systems

  • ZoneSystem - Controls zone visibility based on level mode
  • Custom camera controls with node focusing

Data Flow

User Action (click, drag)
       ↓
Tool Handler
       ↓
useScene.createNode() / updateNode()
       ↓
Node added/updated in store
Node marked dirty
       ↓
React re-renders NodeRenderer
useRegistry() registers 3D object
       ↓
System detects dirty node (useFrame)
Updates geometry via sceneRegistry
Clears dirty flag

Technology Stack

  • React 19 + Next.js 16
  • Three.js (WebGPU renderer)
  • React Three Fiber + Drei
  • Zustand (state management)
  • Zod (schema validation)
  • Zundo (undo/redo)
  • three-bvh-csg (Boolean geometry operations)
  • Turborepo (monorepo management)
  • Bun (package manager)

Getting Started

Development

Run the development server from the root directory to enable hot reload for all packages:

# Install dependencies
bun install

# Run development server (builds packages + starts editor with watch mode)
bun dev

# This will:
# 1. Build @pascal-app/core and @pascal-app/viewer
# 2. Start watching both packages for changes
# 3. Start the Next.js editor dev server
# Open http://localhost:3000

Important: Always run bun dev from the root directory to ensure the package watchers are running. This enables hot reload when you edit files in packages/core/src/ or packages/viewer/src/.

Building for Production

# Build all packages
turbo build

# Build specific package
turbo build --filter=@pascal-app/core

Publishing Packages

# Build packages
turbo build --filter=@pascal-app/core --filter=@pascal-app/viewer

# Publish to npm
npm publish --workspace=@pascal-app/core --access public
npm publish --workspace=@pascal-app/viewer --access public

Key Files

Path Description
packages/core/src/schema/ Node type definitions (Zod schemas)
packages/core/src/store/use-scene.ts Scene state store
packages/core/src/hooks/scene-registry/ 3D object registry
packages/core/src/systems/ Geometry generation systems
packages/viewer/src/components/renderers/ Node renderers
packages/viewer/src/components/viewer/ Main Viewer component
apps/editor/components/tools/ Editor tools
apps/editor/store/ Editor-specific state

Contributors

Aymeric Rabot Wassim Samad Sudhir


pascalorg/editor | Trendshift

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Клон проекта Pascal Editor
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