Pure math, no React, no scene access. Three primitives plus a facade: - `snapScalar(value, step)` / `snapPointToGrid(point, step)` / `snapVec3ToGrid(point, step)` — regular grid snapping. Default step 0.25m matches the editor's wall tool. - `snapPointToAngle(from, cursor, angleStep, gridStep?)` — locks a cursor to the nearest angle multiple from a fixed point, preserves distance, optionally re-grids the projected point. Default angle step π/12 (15°). - `snapAngleToList(angle, list, tolerance)` — snaps a free angle to the nearest entry in a fixed list (e.g. 0/45/90/135) within a tolerance; returns the original angle otherwise. Handles wrap. - `snapServices` facade — `grid.*` + `angle.*` namespaces. Stable contract that `DragAction.snap` callbacks receive. Phase 3 ports the existing `snapWallDraftPoint` family from `editor/.../wall-drafting.ts` under a `wall.*` namespace. 17 unit tests cover the math + the facade pass-through. No existing callers re-wired yet — Phase 2 column/shelf tools are the first consumers. Co-Authored-By: Claude Opus 4.7 (1M context) <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