Fix pass over 2D reference-image (guide) handling plus two adjacent repairs: - North is now world −Z (FLOORPLAN_VIEW_ROTATION_DEG 90 → 0, mirrored in world-grid-snap + mcp README; floorplan-panel de-dupes its local copy). A rotation-0 north-up scan reads upright when the compass says aligned, and "align north" maps to camera azimuth 0 instead of a 90° jump. - Guide resize cursor: custom double-arrow cursor aimed at the dragged corner in screen space — accounts for image aspect (was atan2(±1,±1), square-only), the guide's own rotation, and the floorplan view rotation the overlay group renders inside (was ignored entirely). - R/T rotate a selected reference (guide/scan) in ±45° steps; references live in selectedReferenceId, not the viewer selection, so both arms get the reference-first branch the Delete arm already had. Locked guides skip. - 2D-only mode hides the Top View button (drives the display:none 3D camera); orbit stays — it spins the synced floorplan view. - Set Scale UX: locked guides stay clickable (calibration auto-lock made them unselectable until reload); starting the flow from 3D switches to 2D; the length input pre-fills the drawn length in the pre-selected unit (imperial pre-filled meters labeled feet); Set Scale flips into Cancel while the flow runs (mirrored via referenceScaleActiveGuideId); Hide/ Clear Scale only render once calibrated; Escape cancels (global arm + dialog); Clear Scale and Replace Image drop the calibration auto-lock; discoverability: corner-hint row + panel nudge for uncalibrated guides. - healSceneNodes: strip child refs whose child's parentId names another parent (stale reparent leftovers rendered a window twice — duplicate React keys in 2D, doubled hosted geometry in 3D) and same-array dupes. - Editor accepts onLoaderChange so hosts can measure open-to-interactive time (community wires it to a PostHog timing event). 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