Baike.dev
All toolsTrendingOpen sourceNewsSubmit
Log in
< 返回工具列表
E

editor

> 编程语言
开源

Create and share 3D architectural projects.

20.6K stars0 点赞0 次浏览
访问官网GitHub

工具介绍

Create and share 3D architectural projects.

Pascal Editor

A 3D building editor built with React Three Fiber and WebGPU. https://github.com/user-attachments/assets/8b50e7cf-cebe-4579-9cf3-8786b35f7b6b

Run the Editor Locally

Node.js 22.13 or newer can create a persistent local Pascal installation without cloning this repository:

npx @pascal-app/cli editor

The CLI starts the editor and an authenticated MCP service in the background, selects collision-free loopback ports, and keeps projects in ~/.pascal/data/pascal.db. Configure an agent to launch pascal mcp connect. See Run Pascal locally for pnpm/Bun commands, project management, MCP setup, updates, storage paths, and troubleshooting. The npm release is the older runtime described below; use the verified GitHub preview when a task needs the new read-only furniture candidate check.

Candidate-enabled CLI preview

The npm beta tag currently resolves to @pascal-app/[email protected], which predates the read-only furniture candidate input in this repository. To use that capability before the next npm release, install the verified GitHub prerelease built from commit aa653f2f523f81f361ac20cb42b745faf7e46844:

…

The expected archive SHA-256 is 814ffa8c6f6a5fced73bf909c616d9a78feff18fd61fd0b4b7d65e74fad5a33d. The same-version update command installs and activates this CLI's bundled runtime, restarting an older running service when necessary. Keep an existing PASCAL_HOME unchanged so stored projects remain in the same data directory; pascal editor alone reuses any healthy service, including an older one. Keep the preview prefix on the agent host's PATH before running pascal mcp setup claude, pascal mcp setup codex, or configuring pascal mcp connect manually. This GitHub prerelease is not an npm version.

Use one active agent client per local CLI service. The standalone local HTTP runtime shares active scene state between clients; use separate PASCAL_HOME directories and service processes when independent concurrent work is required.

Agent skills

Install Pascal's public agent workflows from this repository with skills.sh:

npx skills add pascalorg/editor \
  --skill pascal-3d \
  --skill furniture-fit

Claude Code users can install the same canonical skill source as a plugin:

/plugin marketplace add pascalorg/editor
/plugin install pascal-agent-skills@pascal

Codex users can install the same plugin from the repository marketplace:

codex plugin marketplace add pascalorg/editor
codex plugin add pascal-agent-skills@pascal

pascal-3d covers safe local or hosted MCP setup and verified scene work. furniture-fit produces a bounded, evidence-based footprint assessment without claiming unsupported height, swing, or delivery checks. See skills/README.md for package details and validation.

The skills inspect the connected MCP tool schemas before using optional fields. A capability present in this repository may be absent from an older installed or hosted release; the agent should report the narrower supported result instead of assuming source-only inputs are available.

Using Published Packages

The viewer runtime and built-in node definitions are separate packages. Install the full built-in viewer set, then load the built-in plugin once before mounting <Viewer>. Capture sessions are an optional transport-neutral extension:

npm install @pascal-app/core @pascal-app/viewer @pascal-app/editor @pascal-app/nodes
npm install @pascal-app/capture-protocol @pascal-app/capture-viewer
import { loadPlugin } from '@pascal-app/core'
import { builtinPlugin } from '@pascal-app/nodes'

await loadPlugin(builtinPlugin)

See the @pascal-app/viewer quick start for a React example.

Repository Architecture

This is a Turborepo monorepo with the reusable editor packages, the standalone app, and the CLI that distributes it:

…

Separation of Concerns

Package Responsibility @pascal-app/core Node schemas, scene state (Zustand), registry contracts, spatial queries, and event bus @pascal-app/viewer 3D rendering via React Three Fiber, shared render systems, default camera/controls, and post-processing @pascal-app/capture-protocol Versioned capture manifests, normalized streams, and transport-neutral static/live sources @pascal-app/capture-viewer Viewer child runtime and reference model, device-motion, and point-cloud layers @pascal-app/editor Editing tools, panels, selection, and direct-manipulation UI @pascal-app/nodes Built-in registry plugin with node definitions, renderers, geometry, and systems @pascal-app/cli Installs and manages a versioned standalone editor runtime and persistent local data @pascal-app/mcp Exposes scene tools, resources, prompts, and local storage to MCP-compatible AI hosts apps/editor Standalone Next.js host for the editor packages

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:

  1. Renderer creates a placeholder mesh/group
  2. Registers it with useRegistry
  3. 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 dirtyNodes

Manual 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

核心特点

  • •Persist - Saves to IndexedDB (excludes transient nodes)
  • •Temporal (Zundo) - Undo/redo with 50-step history
  • •SelectTool - Selection and manipulation
  • •WallTool - Draw walls
  • •ZoneTool - Create zones
  • •ItemTool - Place furniture/fixtures
  • •SlabTool - Create

> 标签

TypeScript

暂无评论,来聊聊你的看法吧

> 工具信息

发布日期2026年8月1日
最后更新2026年9月9日
分类编程语言
定价开源

> 相关工具

T
TypeScript
JavaScript 的超集,为前端与全栈提供静态类型
P
Python
通用编程语言,广泛用于 Web、数据与 AI
G
Go
Google 推出的简洁高效系统语言
Baike.dev

baike.dev helps you discover great languages, frameworks, databases, DevOps and cloud-native tools.

Quick links

  • Home
  • All tools
  • Trending
  • Open source

About

  • About us
  • Community
  • News

Contribute

Found a great developer tool? Share it with the community.

Submit a tool
© 2026 baike.dev Developer EncyclopediaUpdated daily · Discover great developer tools