- Add MaterialSchema with 10 presets (white, brick, concrete, wood, glass, metal, plaster, tile, marble, custom) - Add material field to Wall, Slab, Door, Window, Ceiling, Roof, RoofSegment nodes - Create MaterialPicker UI component with preset selection and custom properties - Update all renderers to support material rendering with caching - Add Material section to all node panels (WallPanel, SlabPanel, DoorPanel, WindowPanel, CeilingPanel, RoofPanel, RoofSegmentPanel) - Update AGENTS.md with Material System documentation
188 lines
5.9 KiB
Markdown
188 lines
5.9 KiB
Markdown
# Pascal Editor — Architecture
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## Project Structure
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Monorepo managed with Turborepo. Packages are shared libraries; apps are deployable applications.
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```
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apps/
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editor/ # Main Next.js app (editor + public routes)
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packages/
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core/ # Scene schema, state, systems, spatial logic
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viewer/ # 3D canvas component (React Three Fiber)
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ui/ # Shared React UI components
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```
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---
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## packages/core
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Central library — no UI, no rendering. Everything else depends on it.
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- **schema/** — TypeScript types for all node types (`Wall`, `Slab`, `Door`, `Item`, etc.)
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- **store/** — Zustand scene store (`useScene`) with undo/redo via Zundo
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- **systems/** — Per-element business logic: geometry generation, constraints (`WallSystem`, `SlabSystem`, `DoorSystem`, …)
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- **events/** — Typed event bus for node changes
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- **hooks/** — `useRegistry` (node ID → THREE.Object3D), `useSpatialGrid` (2D spatial index)
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- **lib/** — Space detection, asset storage, polygon utilities
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Node storage is a flat dictionary (`nodes: Record<id, AnyNode>`). Systems are pure logic that runs in the render loop; they read nodes and write back derived geometry.
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---
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## packages/viewer
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3D canvas component — presentation only, no editor concerns.
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- **components/viewer/** — Root `<Viewer>` canvas, camera, lights, post-processing, selection manager
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- **components/renderers/** — One renderer per node type (`WallRenderer`, `SlabRenderer`, …), dispatched by `NodeRenderer` → `SceneRenderer`
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- **systems/** — Viewer-specific systems: `LevelSystem` (stacked/exploded/solo), `WallCutout`, `ZoneSystem`, `InteractiveSystem`
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- **store/** — `useViewer`: selection path, camera mode, level mode, wall mode, theme, display toggles
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The viewer accepts external props and callbacks (`onSelect`, `onExport`, children) to expose control points. It must not import anything from `apps/editor`.
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---
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## apps/editor
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Next.js 16 app. Composes `@pascal-app/viewer` and `@pascal-app/core` into a full editing experience.
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- **app/editor/[projectId]/** — Main editor route
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- **app/viewer/[id]/** — Read-only preview route
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- **store/use-editor.tsx** — `useEditor`: phase (`site | structure | furnish`), mode (`select | edit | delete | build`), active tool
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- **components/tools/** — One component per tool, coordinated by `ToolManager`
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- **components/systems/** — Editor-side systems that integrate with viewer (e.g. space detection for cutaway)
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- **components/editor/** — Camera controls, export, menus, panels
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---
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## Data Flow
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```
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User input (pointer/keyboard)
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→ Tool component (apps/editor/components/tools/)
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→ useScene mutations
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→ Core systems recompute geometry
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→ Renderers re-render THREE meshes
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→ useViewer updates selection/hover
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```
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---
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## Key Conventions
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- **Flat nodes** — All scene nodes live in a single flat record; hierarchy is expressed via `parentId`.
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- **System/renderer split** — Systems own logic; renderers own geometry and material. Never mix.
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- **Viewer isolation** — `@pascal-app/viewer` must never import from `apps/editor`. Editor-specific behaviour (tools, systems, selection) is injected as children or props.
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- **Registry pattern** — `useRegistry()` maps node IDs to live THREE objects without tree traversal.
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- **Spatial grid** — 2D grid for fast wall/zone neighbourhood queries; avoid brute-force iteration.
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- **Node creation** — Always use `NodeType.parse({…})` then `createNode(node, parentId)`. Never construct raw node objects.
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---
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## Tech Stack
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| Layer | Technology |
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|---|---|
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| 3D | Three.js (WebGPU), React Three Fiber |
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| Framework | Next.js 16, React 19 |
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| State | Zustand + Zundo |
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| UI | Radix UI, Tailwind CSS 4 |
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| Tooling | Biome, TypeScript 5.9, Turborepo |
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---
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## Material System
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The editor supports a flexible material system for all node types.
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### Schema Definition
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Materials are defined in `packages/core/src/schema/material.ts`:
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```typescript
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// Preset materials
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type MaterialPreset = 'white' | 'brick' | 'concrete' | 'wood' | 'glass' | 'metal' | 'plaster' | 'tile' | 'marble' | 'custom'
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// Material properties
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type MaterialProperties = {
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color: string // Hex color
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roughness: number // 0-1
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metalness: number // 0-1
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opacity: number // 0-1
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transparent: boolean
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side: 'front' | 'back' | 'double'
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}
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// Full material schema
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type MaterialSchema = {
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preset?: MaterialPreset
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properties?: MaterialProperties
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texture?: { url: string, repeat?: [number, number] }
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}
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```
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### Supported Nodes
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All major node types support the `material` field:
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| Node Type | Schema File | Panel Component |
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|-----------|-------------|-----------------|
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| Wall | `nodes/wall.ts` | `WallPanel` |
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| Slab | `nodes/slab.ts` | `SlabPanel` |
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| Door | `nodes/door.ts` | `DoorPanel` |
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| Window | `nodes/window.ts` | `WindowPanel` |
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| Ceiling | `nodes/ceiling.ts` | `CeilingPanel` |
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| Roof | `nodes/roof.ts` | `RoofPanel` |
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| RoofSegment | `nodes/roof-segment.ts` | `RoofSegmentPanel` |
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### Usage
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**In Editor UI:**
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1. Select a node (wall, slab, door, etc.)
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2. Find the "Material" section in the right panel
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3. Click a preset color or select "Custom" to adjust properties
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**Programmatically:**
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```typescript
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import { WallNode } from '@pascal-app/core'
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// Using preset
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const wall = WallNode.parse({
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start: [0, 0],
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end: [5, 0],
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material: { preset: 'brick' }
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})
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// Custom material
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const slab = SlabNode.parse({
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polygon: [[0,0], [5,0], [5,5], [0,5]],
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material: {
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preset: 'custom',
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properties: {
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color: '#8b4513',
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roughness: 0.7,
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metalness: 0.1,
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opacity: 1,
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transparent: false,
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side: 'front'
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}
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}
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})
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```
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### Renderer Integration
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Renderers use `createMaterial()` from `packages/viewer/src/lib/materials.ts`:
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```typescript
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import { createMaterial, DEFAULT_WALL_MATERIAL } from '@pascal-app/viewer'
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const material = useMemo(() => {
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return node.material ? createMaterial(node.material) : DEFAULT_WALL_MATERIAL
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}, [node.material])
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return <mesh material={material} />
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```
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