Use and adapt editor
Use and adapt editor: Edit 3D buildings with React Three Fiber and WebGPU, using separate scene-viewer and editing packages.
Use the documented interfaces and source layout for editor. The sections below retain the README’s examples and configuration details.
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 componentsSeparation 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:
// 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:
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<id, Node>), 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:
useScene.getState() = {
nodes: Record<id, AnyNode>, // All nodes
rootNodeIds: string[], // Top-level nodes (sites)
dirtyNodes: Set<string>, // 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:
sceneRegistry = {
nodes: Map<id, Object3D>, // ID → 3D object
byType: {
wall: Set<id>,
item: Set<id>,
zone: Set<id>,
// ...
}
}Renderers register their refs using the useRegistry hook:
const ref = useRef<Mesh>(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:
- Renderer creates a placeholder mesh/group
- Registers it with
useRegistry - Systems update geometry based on node data
Example (simplified):
const WallRenderer = ({ node }) => {
const ref = useRef<Mesh>(null!)
useRegistry(node.id, 'wall', ref)
return (
<mesh ref={ref}>
<boxGeometry args={[0, 0, 0]} /> {/* Replaced by WallSystem */}
<meshStandardMaterial />
{node.children.map(id => <NodeRenderer key={id} nodeId={id} />)}
</mesh>
)
}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:
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.
// 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 dirtyNodesManual marking:
useScene.getState().dirtyNodes.add(wallId)Event Bus
Inter-component communication uses a typed event emitter (mitt):
// 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:
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 → ItemsEach 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
Commands in the root manifest
The captured package.json declares the following scripts. Run them from the directory containing that manifest.
| Command | Script |
|---|---|
npm run build | turbo run build |
npm run dev | set -a && . ./.env 2>/dev/null; set +a; turbo run dev --env-mode=loose |
npm run lint | biome lint |
Troubleshoot a local change
- Reproduce the smallest example from the quick-start guide.
- Compare required configuration and dependency versions with the README.
- Check the linked issue tracker for the same error. Include the command, runtime version, and relevant error when reporting a problem; omit credentials.
Source and help
The catalog identifies the license as MIT. Read the repository license before redistributing source or assets.
This catalog entry is a fork. The README may describe upstream packages, domains, or release procedures; those destinations do not establish a separate release of this fork.
Source captured: 2026-10-11
