Overview
Pascal Editor (pascalorg/editor) is an open-source 3D building editor built with React Three Fiber and WebGPU. It provides a node-based scene graph, Zustand state management, and a systems architecture ideal for AI-driven architectural generation. This skill covers the core API for creating, manipulating, and exporting building geometry.
Instructions
Quick Start
npx create-next-app@latest my-building-app
cd my-building-app
npm install @pascal-app/core @pascal-app/ui @react-three/fiber @react-three/drei three zustand
Node Hierarchy
Pascal uses a tree of typed nodes:
Site -> Building -> Level -> Wall -> Opening (door/window)
-> Slab (floor/ceiling)
-> Zone (room boundary)
-> Item (furniture, fixture)
Every node has: id (UUID), type, parentId, children (child IDs), props (type-specific), and dirty (marks for rebuild).
Zustand Stores
import { useScene, useViewer, useEditor } from '@pascal-app/core'
// useScene -- scene graph (nodes, relations)
const { nodes, createNode, updateNode, deleteNode } = useScene()
// useViewer -- viewport state (camera, selection)
const { selectedIds, camera, setSelection } = useViewer()
// useEditor -- tool mode and UI state
const { activeTool, setTool, history } = useEditor()
Creating Walls with Openings
const scene = useScene.getState()
// Exterior wall: 4.5m long, 200mm thick, 2.7m ceiling
const wall = await scene.createNode({
type: 'wall',
props: {
start: { x: 0, y: 0 }, end: { x: 4.5, y: 0 },
thickness: 0.20, height: 2.7,
isExterior: true, material: 'masonry',
}
}, levelId)
// Add a window: 1.2m wide, sill at 900mm
await scene.createNode({
type: 'item',
props: {
itemType: 'window', wallId: wall.id,
offsetFromStart: 1.5, width: 1.2, height: 1.2, sillHeight: 0.9,
}
}, wall.id)
// Add a door: 900mm wide
await scene.createNode({
type: 'item',
props: {
itemType: 'door', wallId: wall.id,
offsetFromStart: 3.0, width: 0.9, height: 2.1, sillHeight: 0,
}
}, wall.id)
Creating Levels and Rooms
const level = await scene.createNode({
type: 'level',
props: { name: 'Ground Floor', elevation: 0, height: 2.7, index: 0 }
}, buildingId)
// Floor slab
await scene.createNode({
type: 'slab',
props: {
polygon: [{ x: 0, y: 0 }, { x: 10, y: 0 }, { x: 10, y: 8 }, { x: 0, y: 8 }],
thickness: 0.25, isRoof: false,
}
}, level.id)
// Room zone for labeling and area calculation
await scene.createNode({
type: 'zone',
props: {
name: 'Living Room', roomType: 'living',
polygon: [{ x: 0.1, y: 0.1 }, { x: 5.4, y: 0.1 }, { x: 5.4, y: 7.9 }, { x: 0.1, y: 7.9 }],
}
}, level.id)
Exporting Scene to JSON
function exportScene(): BuildingExport {
const { nodes } = useScene.getState()
const allNodes = Object.values(nodes)
const site = allNodes.find(n => n.type === 'site')
const building = allNodes.find(n => n.type === 'building')
const levels = allNodes
.filter(n => n.type === 'level' && n.parentId === building.id)
.sort((a, b) => a.props.elevation - b.props.elevation)
return {
units: 'meters',
site: { width: site.props.width, depth: site.props.depth },
building: {
levels: levels.map(level => ({
name: level.props.name,
elevation: level.props.elevation,
height: level.props.height,
walls: getChildrenByType(level.id, 'wall', allNodes),
rooms: getChildrenByType(level.id, 'zone', allNodes),
}))
}
}
}
Rendering with React Three Fiber
import { Canvas } from '@react-three/fiber'
import { PascalScene, PascalCamera, PascalControls } from '@pascal-app/ui'
export function BuildingViewer() {
return (
<Canvas camera={{ position: [0, 20, 20], fov: 45 }}>
<PascalScene />
<PascalCamera />
<PascalControls />
<ambientLight intensity={0.5} />
<directionalLight position={[10, 20, 10]} castShadow />
</Canvas>
)
}
Grid Snapping
Pascal uses a 100 mm grid (0.1 m) by default:
const snapToGrid = (value: number, gridSize = 0.1) =>
Math.round(value / gridSize) * gridSize
Examples
Example 1: Build a 10m x 8m Ground Floor
Create a complete ground floor with exterior walls, an interior partition dividing living from bedrooms, and appropriate openings:
- Create level node with elevation 0, height 2.7 m
- Create floor slab: 10 m x 8 m polygon, 0.25 m thick
- Create 4 exterior walls (0.20 m thick, masonry): north (10 m), east (8 m), south (10 m), west (8 m)
- Add interior partition at x=5.5 (0.10 m thick, timber) running full depth
- Add entry door on north wall: 1.0 m x 2.1 m at offset 3.5 m
- Add windows on east wall: two 1.2 m x 1.2 m at sill 0.9 m, offsets 1.2 m and 4.5 m
- Create zones: Living Room (5.3 m x 7.8 m = 41.3 m2), Bedroom area (4.3 m x 7.8 m = 33.5 m2)
- Export to JSON for validation against
architectural-dimensionsrules
Example 2: Register a Custom Validation System
Create a system that checks wall thickness whenever a wall node changes:
import { registerSystem, useScene } from '@pascal-app/core'
registerSystem({
name: 'wall-validator',
nodeTypes: ['wall'],
priority: 100,
process(dirtyNodes) {
for (const node of dirtyNodes) {
const { thickness, isExterior, height } = node.props
if (isExterior && thickness < 0.14)
console.warn(`Wall ${node.id}: exterior ${thickness}m < 0.14m minimum`)
if (height < 2.1)
console.warn(`Wall ${node.id}: height ${height}m < 2.1m minimum`)
}
}
})
This runs automatically whenever wall nodes are marked dirty, before geometry systems rebuild meshes.
Guidelines
- All dimensions are in meters -- Pascal uses metric internally
- Use
useScenefor all node CRUD operations,useViewerfor selection/camera,useEditorfor tools - Snap coordinates to 0.1 m grid for clean geometry
- Wall thickness: 0.20 m for exterior, 0.10 m for interior partitions
- Door sill height is always 0 (floor level); window sill height defaults to 0.9 m
- Register custom systems with priority > 50 to run before geometry rebuild (0-50)
- Combine with
architectural-dimensionsskill for real-world measurement validation - Key packages:
@pascal-app/core,@pascal-app/ui,@react-three/fiber,three,zustand - GitHub: github.com/pascalorg/editor