Introduces the @pascal-app/core/registry surface that future node-bundle packages (and external plugins) will use to register node kinds with the host. No runtime behavior changes — registry is empty until subsequent PRs populate it. - types.ts: NodeDefinition, Capabilities, Relations, DragAction, Plugin, ParametricDescriptor, Affordance, SceneApi, NodeRegistry. Capability configs accept an override escape hatch; additive-only after v1. - registry.ts: nodeRegistry singleton, registerNode, async loadPlugin. Validates kind, schemaVersion, apiVersion; rejects duplicate kinds. - scene-api.ts: createSceneApi factory wrapping the scene store with copy-on-write snapshot semantics for pauseHistory/restore/resumeHistory. - index.ts: barrel re-exporting the public surface. - core/index.ts + package.json: export * from registry and add the ./registry subpath so consumers can import either way. Tests (27 cases, all bun:test): registry registration / validation / plugin loading; SceneApi read/write/dirty/history; lazy snapshot capture with update/upsert/delete reversal via restore and restoreAll. 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