Pure orchestrator in core, thin React wrapper in editor: - `core/services/drag-session.ts` — `createDragSession(action, scene, options)` returns an imperative session with `start / move / commit / cancel / dispose / isActive / getDraft`. Pauses history on start, resumes on terminate. Per-move runs preview → snap → apply, then cascades dirty marks via the relations resolver (deduped across ticks). Re-entry guard, idempotent dispose, fires onCommit/onCancel callbacks. All tested in bun:test — no React needed. - `editor/src/hooks/use-drag-action.ts` — wraps the session with the editor's grid-event emitter and an Esc-to-cancel keyboard listener. Builds a `SceneApi` once via `createSceneApi(useScene)` at module init. The hook itself is small enough to read top-to-bottom; all behavior lives in the session. Tests (13 cases) cover the hard parts: history pause/resume bracket, explicit cancel restoring all touched nodes, dispose mid-drag, commit returning false short-circuiting to cancel, snap callback wired in, re-entry rejected, deduped dirty-mark across multiple move ticks, hosts cascade from the registry firing in apply. No callers yet — Phase 2 column and 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