https://github.com/pascalorg/editor
Create and share 3D architectural projects.
https://github.com/pascalorg/editor
Last synced: 17 days ago
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Create and share 3D architectural projects.
- Host: GitHub
- URL: https://github.com/pascalorg/editor
- Owner: pascalorg
- License: mit
- Created: 2025-10-16T19:35:06.000Z (7 months ago)
- Default Branch: main
- Last Pushed: 2026-04-08T01:18:38.000Z (23 days ago)
- Last Synced: 2026-04-08T01:32:10.030Z (23 days ago)
- Language: TypeScript
- Homepage: https://editor.pascal.app
- Size: 71.4 MB
- Stars: 9,676
- Watchers: 61
- Forks: 1,244
- Open Issues: 18
-
Metadata Files:
- Readme: README.md
- Contributing: CONTRIBUTING.md
- License: LICENSE
Awesome Lists containing this project
- awesome-github-projects - editor - Create and share 3D architectural projects. ⭐14,863 `TypeScript` 🔥 (🎨 Design & Creative)
README
# Pascal Editor
A 3D building editor built with React Three Fiber and WebGPU.
[](LICENSE)
[](https://www.npmjs.com/package/@pascal-app/core)
[](https://www.npmjs.com/package/@pascal-app/viewer)
[](https://discord.gg/SaBRA9t2)
[](https://x.com/pascal_app)
https://github.com/user-attachments/assets/8b50e7cf-cebe-4579-9cf3-8786b35f7b6b
## Repository Architecture
This is a Turborepo monorepo with three main packages:
```
editor-v2/
├── apps/
│ └── editor/ # Next.js application
├── packages/
│ ├── core/ # Schema definitions, state management, systems
│ └── viewer/ # 3D rendering components
```
### Separation of Concerns
| Package | Responsibility |
|---------|---------------|
| **@pascal-app/core** | Node schemas, scene state (Zustand), systems (geometry generation), spatial queries, event bus |
| **@pascal-app/viewer** | 3D rendering via React Three Fiber, default camera/controls, post-processing |
| **apps/editor** | UI components, tools, custom behaviors, editor-specific systems |
The **viewer** renders the scene with sensible defaults. The **editor** extends it with interactive tools, selection management, and editing capabilities.
### Stores
Each package has its own Zustand store for managing state:
| Store | Package | Responsibility |
|-------|---------|----------------|
| `useScene` | `@pascal-app/core` | Scene data: nodes, root IDs, dirty nodes, CRUD operations. Persisted to IndexedDB with undo/redo via Zundo. |
| `useViewer` | `@pascal-app/viewer` | Viewer state: current selection (building/level/zone IDs), level display mode (stacked/exploded/solo), camera mode. |
| `useEditor` | `apps/editor` | Editor state: active tool, structure layer visibility, panel states, editor-specific preferences. |
**Access patterns:**
```typescript
// Subscribe to state changes (React component)
const nodes = useScene((state) => state.nodes)
const levelId = useViewer((state) => state.selection.levelId)
const activeTool = useEditor((state) => state.tool)
// Access state outside React (callbacks, systems)
const node = useScene.getState().nodes[id]
useViewer.getState().setSelection({ levelId: 'level_123' })
```
---
## Core Concepts
### Nodes
Nodes are the data primitives that describe the 3D scene. All nodes extend `BaseNode`:
```typescript
BaseNode {
id: string // Auto-generated with type prefix (e.g., "wall_abc123")
type: string // Discriminator for type-safe handling
parentId: string | null // Parent node reference
visible: boolean
camera?: Camera // Optional saved camera position
metadata?: JSON // Arbitrary metadata (e.g., { isTransient: true })
}
```
**Node Hierarchy:**
```
Site
└── Building
└── Level
├── Wall → Item (doors, windows)
├── Slab
├── Ceiling → Item (lights)
├── Roof
├── Zone
├── Scan (3D reference)
└── Guide (2D reference)
```
Nodes are stored in a **flat dictionary** (`Record`), not a nested tree. Parent-child relationships are defined via `parentId` and `children` arrays.
---
### Scene State (Zustand Store)
The scene is managed by a Zustand store in `@pascal-app/core`:
```typescript
useScene.getState() = {
nodes: Record, // All nodes
rootNodeIds: string[], // Top-level nodes (sites)
dirtyNodes: Set, // Nodes pending system updates
createNode(node, parentId),
updateNode(id, updates),
deleteNode(id),
}
```
**Middleware:**
- **Persist** - Saves to IndexedDB (excludes transient nodes)
- **Temporal** (Zundo) - Undo/redo with 50-step history
---
### Scene Registry
The registry maps node IDs to their Three.js objects for fast lookup:
```typescript
sceneRegistry = {
nodes: Map, // ID → 3D object
byType: {
wall: Set,
item: Set,
zone: Set,
// ...
}
}
```
Renderers register their refs using the `useRegistry` hook:
```tsx
const ref = useRef(null!)
useRegistry(node.id, 'wall', ref)
```
This allows systems to access 3D objects directly without traversing the scene graph.
---
### Node Renderers
Renderers are React components that create Three.js objects for each node type:
```
SceneRenderer
└── NodeRenderer (dispatches by type)
├── BuildingRenderer
├── LevelRenderer
├── WallRenderer
├── SlabRenderer
├── ZoneRenderer
├── ItemRenderer
└── ...
```
**Pattern:**
1. Renderer creates a placeholder mesh/group
2. Registers it with `useRegistry`
3. Systems update geometry based on node data
Example (simplified):
```tsx
const WallRenderer = ({ node }) => {
const ref = useRef(null!)
useRegistry(node.id, 'wall', ref)
return (
{/* Replaced by WallSystem */}
{node.children.map(id => )}
)
}
```
---
### Systems
Systems are React components that run in the render loop (`useFrame`) to update geometry and transforms. They process **dirty nodes** marked by the store.
**Core Systems (in `@pascal-app/core`):**
| System | Responsibility |
|--------|---------------|
| `WallSystem` | Generates wall geometry with mitering and CSG cutouts for doors/windows |
| `SlabSystem` | Generates floor geometry from polygons |
| `CeilingSystem` | Generates ceiling geometry |
| `RoofSystem` | Generates roof geometry |
| `ItemSystem` | Positions items on walls, ceilings, or floors (slab elevation) |
**Viewer Systems (in `@pascal-app/viewer`):**
| System | Responsibility |
|--------|---------------|
| `LevelSystem` | Handles level visibility and vertical positioning (stacked/exploded/solo modes) |
| `ScanSystem` | Controls 3D scan visibility |
| `GuideSystem` | Controls guide image visibility |
**Processing Pattern:**
```typescript
useFrame(() => {
for (const id of dirtyNodes) {
const obj = sceneRegistry.nodes.get(id)
const node = useScene.getState().nodes[id]
// Update geometry, transforms, etc.
updateGeometry(obj, node)
dirtyNodes.delete(id)
}
})
```
---
### Dirty Nodes
When a node changes, it's marked as **dirty** in `useScene.getState().dirtyNodes`. Systems check this set each frame and only recompute geometry for dirty nodes.
```typescript
// Automatic: createNode, updateNode, deleteNode mark nodes dirty
useScene.getState().updateNode(wallId, { thickness: 0.2 })
// → wallId added to dirtyNodes
// → WallSystem regenerates geometry next frame
// → wallId removed from dirtyNodes
```
**Manual marking:**
```typescript
useScene.getState().dirtyNodes.add(wallId)
```
---
### Event Bus
Inter-component communication uses a typed event emitter (mitt):
```typescript
// Node events
emitter.on('wall:click', (event) => { ... })
emitter.on('item:enter', (event) => { ... })
emitter.on('zone:context-menu', (event) => { ... })
// Grid events (background)
emitter.on('grid:click', (event) => { ... })
// Event payload
NodeEvent {
node: AnyNode
position: [x, y, z]
localPosition: [x, y, z]
normal?: [x, y, z]
stopPropagation: () => void
}
```
---
### Spatial Grid Manager
Handles collision detection and placement validation:
```typescript
spatialGridManager.canPlaceOnFloor(levelId, position, dimensions, rotation)
spatialGridManager.canPlaceOnWall(wallId, t, height, dimensions)
spatialGridManager.getSlabElevationAt(levelId, x, z)
```
Used by item placement tools to validate positions and calculate slab elevations.
---
## Editor Architecture
The editor extends the viewer with:
### Tools
Tools are activated via the toolbar and handle user input for specific operations:
- **SelectTool** - Selection and manipulation
- **WallTool** - Draw walls
- **ZoneTool** - Create zones
- **ItemTool** - Place furniture/fixtures
- **SlabTool** - Create floor slabs
### Selection Manager
The editor uses a custom selection manager with hierarchical navigation:
```
Site → Building → Level → Zone → Items
```
Each depth level has its own selection strategy for hover/click behavior.
### Editor-Specific Systems
- `ZoneSystem` - Controls zone visibility based on level mode
- Custom camera controls with node focusing
---
## Data Flow
```
User Action (click, drag)
↓
Tool Handler
↓
useScene.createNode() / updateNode()
↓
Node added/updated in store
Node marked dirty
↓
React re-renders NodeRenderer
useRegistry() registers 3D object
↓
System detects dirty node (useFrame)
Updates geometry via sceneRegistry
Clears dirty flag
```
---
## Technology Stack
- **React 19** + **Next.js 16**
- **Three.js** (WebGPU renderer)
- **React Three Fiber** + **Drei**
- **Zustand** (state management)
- **Zod** (schema validation)
- **Zundo** (undo/redo)
- **three-bvh-csg** (Boolean geometry operations)
- **Turborepo** (monorepo management)
- **Bun** (package manager)
---
## Getting Started
### Development
Run the development server from the **root directory** to enable hot reload for all packages:
```bash
# Install dependencies
bun install
# Run development server (builds packages + starts editor with watch mode)
bun dev
# This will:
# 1. Build @pascal-app/core and @pascal-app/viewer
# 2. Start watching both packages for changes
# 3. Start the Next.js editor dev server
# Open http://localhost:3000
```
**Important:** Always run `bun dev` from the root directory to ensure the package watchers are running. This enables hot reload when you edit files in `packages/core/src/` or `packages/viewer/src/`.
### Building for Production
```bash
# Build all packages
turbo build
# Build specific package
turbo build --filter=@pascal-app/core
```
### Publishing Packages
```bash
# Build packages
turbo build --filter=@pascal-app/core --filter=@pascal-app/viewer
# Publish to npm
npm publish --workspace=@pascal-app/core --access public
npm publish --workspace=@pascal-app/viewer --access public
```
---
## Key Files
| Path | Description |
|------|-------------|
| `packages/core/src/schema/` | Node type definitions (Zod schemas) |
| `packages/core/src/store/use-scene.ts` | Scene state store |
| `packages/core/src/hooks/scene-registry/` | 3D object registry |
| `packages/core/src/systems/` | Geometry generation systems |
| `packages/viewer/src/components/renderers/` | Node renderers |
| `packages/viewer/src/components/viewer/` | Main Viewer component |
| `apps/editor/components/tools/` | Editor tools |
| `apps/editor/store/` | Editor-specific state |
---
## Contributors
---