* feat(editor): level-scoped alignment, reference-floor registry symbols, registry slab tool - Scope alignment candidates to the active level so a node directly below on another floor no longer snaps (alignment is XZ-only); building-scoped nodes like elevator shafts stay in the pool across floors. - Derive the elevator alignment footprint from its outer shaft (not the inset cab), so its guide actually surfaces within the snap threshold. - Extract shared stair footprint geometry (rotateXZ, segment transforms, stairFootprintAABB) so opening-sync and alignment anchors derive the chain identically; stairs now contribute plan bbox anchors. - Render reference-floor stairs/roofs/elevators/shelves/spawns through their registry floorplan builders for pixel-identical symbols. - Move slab creation to the registry-driven slab tool (parity with ceiling); 2D handlers only maintain draft state. - Lift the 3D alignment guide ribbon to the active level's Y each frame. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * refactor(core): registry-drive elevator/stair alignment footprints Address architecture review of the level-scoped alignment work: the core anchor bridge (`alignment-anchors.ts`) hardcoded `if (node.type === 'elevator')` and `if (node.type === 'stair')` branches to derive their plan footprints. Move that onto the kinds themselves via a new `alignmentFootprint` capability so the bridge dispatches generically — matching the registry composition model. - Add `Capabilities.alignmentFootprint`: returns a `box` (rotatable rect centred on position, relocatable for movable kinds) or an `aabb` (already resolved, for non-rectangular plan shapes). Elevator uses `box` (its outer shaft, and it's movable); stair uses `aabb` (segment chain / annular sector, moves by origin). - Drop both hardcoded branches; the bridge now consults the capability via `floorFootprint` (box) and a unified `alignmentAABB` (box ∪ aabb). - Export `stairFootprintAABB` from core so the stair definition consumes it. - Tests register synthetic defs carrying the capability (the bridge no longer knows elevator/stair by name), reproducing the production glue from the same core helpers. - Document why `REFERENCE_REGISTRY_KINDS` is a deliberate editor-local curation, not an auto-derived set (most floorplan-builder kinds shouldn't appear as standalone reference symbols, and "reference floor" is an editor concept core must not know). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(editor): hide node arrow handles during thumbnail capture The arrow-handle rig lives on SCENE_LAYER (so its chevrons read as proper 3D plates), but the thumbnail camera only filters EDITOR_LAYER + GRID_LAYER — so a node selected at capture time would leak its arrows into the snapshot. Hide the rig on `thumbnail:before-capture` and restore it on `thumbnail:after-capture`, the same emitter handshake SelectionManager uses. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.8 (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