# @pascal-app/mcp Model Context Protocol server for the Pascal 3D editor. Drives the `@pascal-app/core` scene graph from any MCP-compatible AI host. The server runs headlessly in Node — no browser, no WebGPU, no React — and exposes the same scene mutations used by the editor UI (create walls, place items, cut openings, undo, etc.) as MCP tools, resources, and prompts. ## Install ```bash bun add @pascal-app/mcp # or: npm i @pascal-app/mcp ``` `@pascal-app/core` is a peer dependency; Bun workspaces resolve it automatically. ## Quick start Launch the server over stdio in one line: ```bash bunx pascal-mcp # or: npx pascal-mcp ``` Load an initial scene from disk: ```bash pascal-mcp --stdio --scene ./my-scene.json ``` Expose it as HTTP for remote hosts: ```bash pascal-mcp --http --port 8787 ``` ## Claude Desktop config Edit `~/Library/Application Support/Claude/claude_desktop_config.json` (macOS) or `%APPDATA%\Claude\claude_desktop_config.json` (Windows): ```json { "mcpServers": { "pascal": { "command": "bunx", "args": ["pascal-mcp"] } } } ``` If `bunx` isn't on your PATH, substitute `npx` or point `command` at the absolute path of the `pascal-mcp` binary inside your project. ## Claude Code config Via the CLI: ```bash claude mcp add pascal bunx pascal-mcp ``` Or add to `.mcp.json` at the repo root: ```json { "mcpServers": { "pascal": { "command": "bunx", "args": ["pascal-mcp"] } } } ``` ## Cursor config In Cursor settings (`settings.json`): ```json { "mcp.servers": { "pascal": { "command": "bunx", "args": ["pascal-mcp"] } } } ``` ## Programmatic use Embed the server in your own Node process using the in-memory transport. The example below runs a full client/server pair inside a single script — useful for agent frameworks and tests. ```ts import { createPascalMcpServer, SceneBridge } from '@pascal-app/mcp' import { Client } from '@modelcontextprotocol/sdk/client/index.js' import { InMemoryTransport } from '@modelcontextprotocol/sdk/inMemory.js' const bridge = new SceneBridge() bridge.loadDefault() const server = createPascalMcpServer({ bridge }) const [srvT, cliT] = InMemoryTransport.createLinkedPair() const client = new Client({ name: 'my-agent', version: '0.1.0' }) await Promise.all([server.connect(srvT), client.connect(cliT)]) const tools = await client.listTools() console.log('available tools:', tools.tools.map((t) => t.name)) const scene = await client.callTool({ name: 'get_scene', arguments: {} }) console.log(scene) ``` See [`examples/embed-in-agent.ts`](./examples/embed-in-agent.ts) for a compilable version. ## Tools All tools validate their inputs and outputs with Zod. Mutation tools are captured by Zundo's temporal middleware as a single undoable step. | Name | Purpose | Key input | Output | | --- | --- | --- | --- | | `get_scene` | Return the full scene graph. | — | `{ nodes, rootNodeIds, collections }` | | `get_node` | Fetch a node by id. | `{ id }` | the node, or `InvalidParams` if not found | | `describe_node` | Node summary with ancestry, children count and properties. | `{ id }` | `{ id, type, parentId, ancestry[], childrenCount, properties, description }` | | `find_nodes` | Filter nodes by type / parent / zone / level. | `{ type?, parentId?, zoneId?, levelId? }` | `{ nodes: AnyNode[] }` | | `measure` | Distance between two nodes; area when applicable. | `{ fromId, toId }` | `{ distanceMeters, areaSqMeters?, units: 'meters' }` | | `apply_patch` | Batched create/update/delete/move, validated and dry-run before commit. | `{ patches: Patch[] }` | `{ applied: number }` | | `create_level` | Add a new level to a building. | `{ buildingId, elevation, height, label? }` | `{ levelId }` | | `create_wall` | Add a wall to a level. | `{ levelId, start, end, thickness?, height? }` | `{ wallId }` | | `place_item` | Place a catalog item on a slab, ceiling, or wall with placement validation. | `{ catalogItemId, targetNodeId, position, rotation? }` | `{ itemId }` or `{ error: 'invalid_placement', reason }` | | `cut_opening` | Cut a door or window opening into a wall. | `{ wallId, type: 'door' \| 'window', position, width, height }` | `{ openingId }` | | `set_zone` | Create a zone/room polygon on a level. | `{ levelId, polygon, label, properties? }` | `{ zoneId }` | | `duplicate_level` | Clone a level and all of its descendants. | `{ levelId }` | `{ newLevelId, newNodeIds[] }` | | `delete_node` | Delete a node; cascades when `cascade: true`. | `{ id, cascade? }` | `{ deletedIds: [] }` | | `undo` | Step back through temporal history. | `{ steps? }` | `{ undone: number }` | | `redo` | Step forward through temporal history. | `{ steps? }` | `{ redone: number }` | | `export_json` | Serialize the scene graph as JSON. | `{ pretty? }` | `{ json: string }` | | `export_glb` | Stubbed: GLB export requires the browser renderer. | — | throws `not_implemented` | | `validate_scene` | Zod-validate every node and parent-child integrity. | — | `{ valid, errors: { nodeId, path, message }[] }` | | `check_collisions` | Find overlapping items and out-of-bounds placements. | `{ levelId? }` | `{ collisions: { aId, bId, kind }[] }` | | `analyze_floorplan_image` | Vision tool: extract walls, rooms, and approximate dimensions from a floorplan image. | `{ image, scaleHint? }` | `{ walls, rooms, approximateDimensions, confidence }` | | `analyze_room_photo` | Vision tool: extract approximate dimensions and fixtures from a room photo. | `{ image }` | `{ approximateDimensions, identifiedFixtures, identifiedWindows }` | The vision tools require the MCP host to support the sampling capability (`createMessage`). Hosts that don't will see a structured `sampling_unavailable` error. ## Resources | URI | MIME | Purpose | | --- | --- | --- | | `pascal://scene/current` | `application/json` | Full `{ nodes, rootNodeIds, collections }` snapshot. | | `pascal://scene/current/summary` | `text/markdown` | Human-readable summary with node counts, bounding box, and level areas. | | `pascal://catalog/items` | `application/json` | Item catalog; returns `{ status: 'catalog_unavailable', items: [] }` in headless mode if no catalog is provided. | | `pascal://constraints/{levelId}` | `application/json` | Slab footprints and wall polygons for the given level — useful as planner context. | ## Prompts | Name | Args | Purpose | | --- | --- | --- | | `from_brief` | `{ brief: string, constraints?: string }` | Guided workflow for turning a prose brief (e.g. "2-bed apartment in 80 m²") into an incremental sequence of `apply_patch` calls starting from an empty site. | | `iterate_on_feedback` | `{ feedback: string }` | Minimal-diff instructions: examine the current scene, then propose the smallest patch set that satisfies the feedback. | | `renovation_from_photos` | `{ currentPhotos: string[], referencePhotos: string[], goals: string }` | Chains the vision tools with the scene mutation tools to produce a renovation plan grounded in photos. | ## Limitations - `export_glb` returns `not_implemented`. GLB export depends on the Three.js renderer and isn't reachable headlessly without a large additional effort. - Vision tools require MCP host sampling support. Claude Desktop supports this; some MCP clients don't. - Systems (wall mitering, slab triangulation, CSG cutouts, roof / stair generation) run inside React hooks in the editor. Headless mode doesn't regenerate derived geometry — but all node data remains fully manipulable. Consumers that need rendered geometry run `@pascal-app/viewer` in a browser host. - Core's `loadAssetUrl` / `saveAsset` are browser-only; items that reference `asset://` URLs aren't resolvable in Node. Supply absolute URLs or `data:` URLs for item assets if you need them usable outside the browser. - `dirtyNodes` accumulates in headless mode because no renderer consumes it. Call `bridge.flushDirty()` if observability matters to your consumer. ## Development ```bash bun install bun run --cwd packages/mcp build bun test ``` Smoke-test the stdio binary end-to-end: ```bash bun run --cwd packages/mcp smoke ``` ## License MIT