Create and share 3D architectural projects.
git clone https://github.com/pascalorg/editor{
"mcpServers": {
"editor": {
"command": "node",
"args": ["/path/to/editor/dist/index.js"]
}
}
}MCP Servers overview
# 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/XRKsDcpqgS)
[](https://x.com/pascal_app)
https://github.com/user-attachments/assets/8b50e7cf-cebe-4579-9cf3-8786b35f7b6b
## 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>`:
```bash
npm install @pascal-app/core @pascal-app/viewer @pascal-app/editor @pascal-app/nodes
```
```typescript
import { loadPlugin } from '@pascal-app/core'
import { builtinPlugin } from '@pascal-app/nodes'
await loadPlugin(builtinPlugin)
```
See the [`@pascal-app/viewer` quick start](packages/viewer/README.md#usage) for a React example.
## Repository Architecture
This is a Turborepo monorepo with four main runtime packages:
```
editor/
├── apps/
│ └── editor/ # Next.js application
├── packages/
│ ├── core/ # Schemas, scene state, and registry contracts
│ ├── viewer/ # 3D rendering runtime and shared systems
│ ├── editor/ # Editing tools and UI components
│ ├── nodes/ # Built-in node definitions, renderers, and systems
│ └── ui/ # Shared UI components
```
### 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/editor** | Editing tools, panels, selection, and direct-manipulation UI |
| **@pascal-app/nodes** | Built-in registry plugin with node definitions, renderers, geometry, and systems |
| **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:**
```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<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`:
```typescript
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:
```typescript
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:
```tsx
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):
```tsx
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:**
```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
```
---
## BuildingWhat people ask about editor
What is pascalorg/editor?
+
pascalorg/editor is mcp servers for the Claude AI ecosystem. Create and share 3D architectural projects. It has 21.1k GitHub stars and was last updated today.
How do I install editor?
+
You can install editor by cloning the repository (https://github.com/pascalorg/editor) or following the README instructions on GitHub. ClaudeWave also provides quick install blocks on this page.
Is pascalorg/editor safe to use?
+
pascalorg/editor has not been audited yet by our security agent. Review the original repository on GitHub before using it in production.
Who maintains pascalorg/editor?
+
pascalorg/editor is maintained by pascalorg. The last recorded GitHub activity is from today, with 22 open issues.
Are there alternatives to editor?
+
Yes. On ClaudeWave you can browse similar mcp servers at /categories/mcp, sorted by popularity or recent activity.
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