Adds a Coordinate conventions section to packages/mcp/README.md and a 71-node MCP demo scene that exercises every claim it makes. Closes #337. Covers: right-handed scene with X/Z ground plane and Y up; metres for lengths and radians for rotations as Euler [x, y, z]; the [x, z] → (x, y, z) plan-to-world mapping with no sign flip in the stored contract; level/building-local framing (world only under identity transform); rotation-not-reflection caveat for the 2-D plan panel and the iso-default top-down azimuth offset; a worked 30° rotated slab example; and the wall-local-metres trap for door/window/place_item coordinates. Companion: examples/coordinate-conventions-demo.{json,md} with a reference compass at the origin and Demos A/B/C/D illustrating axis-aligned baseline, the rotated example, and the page-intent vs world-result L pair. Co-authored-by: Marcel Gruber <marcel@grubertech.com>
401 lines
17 KiB
Markdown
401 lines
17 KiB
Markdown
# @pascal-app/mcp
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Model Context Protocol server for the Pascal 3D editor. Drives the
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`@pascal-app/core` scene graph from any MCP-compatible AI host.
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The server runs headlessly in Bun with no browser, WebGPU, React, or external
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database service. It exposes the same scene mutations used by the editor UI
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(create walls, place items, cut openings, undo, etc.) as MCP tools, resources,
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and prompts.
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## Install
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```bash
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bun add @pascal-app/mcp
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```
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`@pascal-app/core` is a peer dependency; Bun workspaces resolve it automatically.
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The MCP CLI is intended to run with Bun. When the storage package is consumed by
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the Next.js editor server, it opens the same local database through Node's
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built-in SQLite driver.
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## Quick start
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Launch the server over stdio in one line:
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```bash
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bunx pascal-mcp
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```
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Load an initial scene from disk:
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```bash
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pascal-mcp --stdio --scene ./my-scene.json
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```
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Expose it over loopback HTTP:
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```bash
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pascal-mcp --http --port 8787
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```
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Binding a non-loopback host requires a bearer token:
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```bash
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PASCAL_MCP_HTTP_TOKEN="$(openssl rand -hex 32)" \
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pascal-mcp --http --host 0.0.0.0 --port 8787 --cors-origin https://editor.example
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```
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## Local scene storage
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Scenes saved through MCP are stored in a local SQLite database:
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```text
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~/.pascal/data/pascal.db
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```
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Set `PASCAL_DATA_DIR` when you want the MCP server and the running editor to
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share a different directory, or `PASCAL_DB_PATH` when you need an exact database
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file path. The store uses WAL mode and transactional version checks so separate
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local processes can save and open the same scene database.
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During workspace development, run both sides with the same data directory:
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```bash
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# Terminal 1: run the editor
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PASCAL_DATA_DIR="$HOME/.pascal/data" bun run dev
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# Terminal 2 or an MCP host: run the server
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PASCAL_DATA_DIR="$HOME/.pascal/data" bun packages/mcp/dist/bin/pascal-mcp.js
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```
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## Live editor updates
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When the editor and MCP server share the same `PASCAL_DATA_DIR`, MCP mutations
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against a loaded saved scene are persisted to SQLite and recorded in a local
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`scene_events` stream. The editor page subscribes to that stream at
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`/api/scenes/:id/events` with server-sent events, so an open browser tab can
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apply scene graph snapshots as the agent edits the scene.
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The flow is intentionally local and lightweight:
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1. Open or create a scene in the editor so it is saved in the local database.
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2. Load that scene through MCP with `load_scene`.
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3. Run MCP mutation tools such as `create_room`, `add_door`, `furnish_room`,
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`create_wall`, `place_item`, or `set_zone`.
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Each mutation version-checks the saved scene before writing. If the browser or
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another MCP process saved a newer version first, the MCP tool returns
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`live_sync_version_conflict`; reload the scene with `load_scene` before
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continuing.
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## Claude Desktop config
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Edit `~/Library/Application Support/Claude/claude_desktop_config.json`
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(macOS) or `%APPDATA%\Claude\claude_desktop_config.json` (Windows):
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```json
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{
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"mcpServers": {
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"pascal": {
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"command": "bunx",
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"args": ["pascal-mcp"],
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"env": {
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"PASCAL_DATA_DIR": "/Users/you/.pascal/data"
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}
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}
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}
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}
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```
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If `bunx` is not on your PATH, point `command` at the absolute path to `bun`
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and pass the built `dist/bin/pascal-mcp.js` file as the first arg.
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## Claude Code config
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Via the CLI:
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```bash
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claude mcp add pascal bunx pascal-mcp
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```
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Or add to `.mcp.json` at the repo root:
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```json
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{
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"mcpServers": {
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"pascal": {
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"command": "bunx",
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"args": ["pascal-mcp"],
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"env": {
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"PASCAL_DATA_DIR": "/Users/you/.pascal/data"
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}
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}
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}
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}
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```
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For local workspace testing before publish, build first and point Claude Code at
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the built binary:
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```json
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{
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"mcpServers": {
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"pascal": {
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"command": "bun",
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"args": ["/absolute/path/to/editor/packages/mcp/dist/bin/pascal-mcp.js"],
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"env": {
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"PASCAL_DATA_DIR": "/Users/you/.pascal/data"
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}
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}
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}
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}
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```
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## Codex CLI config
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Via the CLI:
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```bash
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codex mcp add pascal --env PASCAL_DATA_DIR="$HOME/.pascal/data" -- bunx pascal-mcp
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```
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For local workspace testing before publish:
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```bash
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bun run --cwd packages/mcp build
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codex mcp add pascal-dev \
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--env PASCAL_DATA_DIR="$HOME/.pascal/data" \
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-- bun "$PWD/packages/mcp/dist/bin/pascal-mcp.js"
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```
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This writes an entry like this to `~/.codex/config.toml`:
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```toml
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[mcp_servers.pascal-dev]
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command = "bun"
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args = ["/absolute/path/to/editor/packages/mcp/dist/bin/pascal-mcp.js"]
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[mcp_servers.pascal-dev.env]
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PASCAL_DATA_DIR = "/Users/you/.pascal/data"
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```
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## Cursor config
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In Cursor settings (`settings.json`):
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```json
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{
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"mcp.servers": {
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"pascal": {
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"command": "bunx",
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"args": ["pascal-mcp"],
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"env": {
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"PASCAL_DATA_DIR": "/Users/you/.pascal/data"
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}
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}
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}
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}
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```
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## Programmatic use
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Embed the server in your own Bun process using the in-memory transport. The
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example below runs a full client/server pair inside a single script — useful
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for agent frameworks and tests.
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```ts
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import { createPascalMcpServer, SceneBridge } from '@pascal-app/mcp'
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import { Client } from '@modelcontextprotocol/sdk/client/index.js'
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import { InMemoryTransport } from '@modelcontextprotocol/sdk/inMemory.js'
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const bridge = new SceneBridge()
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bridge.loadDefault()
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const server = createPascalMcpServer({ bridge })
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const [srvT, cliT] = InMemoryTransport.createLinkedPair()
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const client = new Client({ name: 'my-agent', version: '0.1.0' })
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await Promise.all([server.connect(srvT), client.connect(cliT)])
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const tools = await client.listTools()
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console.log('available tools:', tools.tools.map((t) => t.name))
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const scene = await client.callTool({ name: 'get_scene', arguments: {} })
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console.log(scene)
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```
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See [`examples/embed-in-agent.ts`](./examples/embed-in-agent.ts) for a
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compilable version.
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## Coordinate conventions
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Pascal is a **right-handed** scene where **X and Z form the ground plane and Y
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is up**. Lengths are in **metres**; rotations are **radians**, stored as Euler
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`[x, y, z]` tuples.
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**Plan → world.** Every 2-D point you pass is a level/building-local
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ground-plane coordinate
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`[x, z]` — this includes `wall.start` / `wall.end` and the `polygon` / `holes`
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arrays of `slab`, `zone`, and `ceiling`. With the default identity building
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transform, it appears in world space as:
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```
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[x, z] → (x, y, z) // the 2nd component is world Z (depth), not "up"
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```
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There is no sign flip in the stored convention: tooling consumes the second
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component as world Z directly. The vertical `y` starts from the owning level's
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stacked height as computed by the level system from accumulated level heights,
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plus the element's own height; slabs additionally carry an absolute
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`elevation`.
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**Heads-up when you compute coordinates outside the editor.** Pascal's
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viewports apply their own rotations on top of the world axes: the 2-D plan
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panel wraps its content in a 90° rotation (`FLOORPLAN_VIEW_ROTATION_DEG`), and
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the 3-D "top-down" snap preserves the camera's current azimuth, so when invoked
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from the iso default position, world and screen axes are offset by ~45° until
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you orbit to an axis-aligned view. So a layout authored as if
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*"Y = north, viewed top-down"* — common in land surveys, north-up site plans,
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and 2-D plotting libraries — will arrive **rotated** relative to its source
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when viewed in Pascal (and possibly further reflected, depending on which
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viewport and camera state you're in). The editor's own 2-D and 3-D tools are
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internally consistent with their stored coordinates, so this only affects
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geometry authored programmatically. To verify orientation before trusting
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externally-computed coordinates, place a scaled guide image at known anchor
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points and check alignment; apply whatever rotation (or reflection) your
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authoring side needs to match.
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A worked demonstration of all of this — axis-aligned baseline, the rotated
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30° example below, and a paired "page-intent vs world-result" L for the
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external-coordinate gotcha — lives in
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[`examples/coordinate-conventions-demo.md`](./examples/coordinate-conventions-demo.md)
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and [`examples/coordinate-conventions-demo.json`](./examples/coordinate-conventions-demo.json).
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Load the JSON with
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`pascal-mcp --stdio --scene examples/coordinate-conventions-demo.json`.
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**Example — a 6 × 4 m slab rotated 30° about its first corner** (coordinates
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rounded to 3 dp; sides ≈ 6 m / 4 m; not axis-aligned, so the mapping is
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actually exercised):
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```json
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{
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"op": "create",
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"parentId": "<levelId>",
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"node": {
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"type": "slab",
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"elevation": 0.0,
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"polygon": [[0, 0], [5.196, 3.0], [3.196, 6.464], [-2.0, 3.464]]
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}
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}
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```
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This lands flat on the ground (Y = 0), about 6 m along a heading 30° off the +X
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axis and 4 m along its perpendicular — i.e. occupying world (x, z) directly.
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One separate gotcha: wall-attached coordinates are wall-local, not plan
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coordinates. Stored door/window `position[0]`, and `place_item` `position[0]`
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when the target is a wall, are metres along the wall; wall-attached rotations
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are wall-local too.
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## Tools
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All tools validate their inputs and outputs with Zod. Mutation tools are
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captured by Zundo's temporal middleware as a single undoable step.
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| Name | Purpose | Key input | Output |
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| --- | --- | --- | --- |
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| `get_scene` | Return the full scene graph. | — | `{ nodes, rootNodeIds, collections }` |
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| `get_node` | Fetch a node by id. | `{ id }` | the node, or `InvalidParams` if not found |
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| `describe_node` | Node summary with ancestry, children count and properties. | `{ id }` | `{ id, type, parentId, ancestry[], childrenCount, properties, description }` |
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| `find_nodes` | Filter nodes by type / parent / zone / level. | `{ type?, parentId?, zoneId?, levelId? }` | `{ nodes: AnyNode[] }` |
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| `list_levels` | List levels with ids, floor indices, parent ids and child counts. | — | `{ activeSceneId, levels[] }` |
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| `get_level_summary` | Compact summary of one level with counts, wall/opening lists, zones, slabs, ceilings and items. | `{ levelId? }` | `{ levelId, counts, walls, zones, items, slabs, ceilings }` |
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| `get_walls` | Walls on a level with length and child doors/windows. | `{ levelId? }` | `{ levelId, walls[] }` |
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| `get_zones` | Room/zone polygons with approximate areas and bounds. | `{ levelId? }` | `{ levelId, zones[] }` |
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| `measure` | Distance between two nodes; area when applicable. | `{ fromId, toId }` | `{ distanceMeters, areaSqMeters?, units: 'meters' }` |
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| `search_assets` | Search the built-in MCP item catalog. | `{ query, category? }` | `{ results, total }` |
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| `create_story_shell` | Create one level-owned story shell from a footprint: perimeter walls plus optional slab and ceiling. Use once per story. | `{ levelId, footprint, wallHeight?, wallThickness?, createSlab?, createCeiling? }` | `{ wallIds, slabId, ceilingId, createdIds }` |
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| `create_stair_between_levels` | Create a straight stair and one rectangular manual opening in the destination slab/source ceiling, with auto-opening disabled. | `{ fromLevelId, toLevelId, position, width?, runLength?, totalRise? }` | `{ stairId, stairSegmentId, openingPolygon }` |
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| `create_roof` | Create a roof container and one roof segment. By default creates a dedicated roof level above the reference occupied level for solo/exploded views. | `{ levelId, width, depth, roofType?, roofHeight?, roofLevelId?, useDedicatedRoofLevel? }` | `{ roofLevelId, createdRoofLevelId, roofId, roofSegmentId }` |
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| `create_room` | Create a zone, slab, ceiling, and walls from a polygon. | `{ levelId, name, polygon, color?, wallHeight?, wallThickness? }` | `{ zoneId, slabId, ceilingId, wallIds, areaSqMeters }` |
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| `add_door` | Add a door to a wall using parametric placement. | `{ wallId, t, width?, height?, hingesSide?, swingDirection? }` | `{ doorId, localX }` |
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| `add_window` | Add a window to a wall using parametric placement and sill height. | `{ wallId, t, width?, height?, sillHeight? }` | `{ windowId, localX, sillHeight }` |
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| `furnish_room` | Place realistic furniture for a room type inside a polygon. | `{ levelId, roomType, polygon, doorWallIndex? }` | `{ placed, itemIds, skipped }` |
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| `apply_patch` | Batched create/update/delete/move, validated and dry-run before commit. | `{ patches: Patch[] }` | `{ applied: number }` |
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| `create_level` | Add a new level to a building. | `{ buildingId, elevation, height, label? }` | `{ levelId }` |
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| `create_wall` | Add a wall to a level. | `{ levelId, start, end, thickness?, height? }` | `{ wallId }` |
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| `place_item` | Place a catalog item on a level/slab/zone, ceiling, wall, or site. Slab/zone targets resolve to the parent level so floor items render and validate. | `{ catalogItemId, targetNodeId, position, rotation? }` | `{ itemId, status }` |
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| `cut_opening` | Cut a door or window opening into a wall. `position` is 0..1 along the wall and is stored as wall-local meters. | `{ wallId, type: 'door' \| 'window', position, width, height }` | `{ openingId }` |
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| `set_zone` | Create a zone/room polygon on a level. | `{ levelId, polygon, label, properties? }` | `{ zoneId }` |
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| `duplicate_level` | Clone a level and all of its descendants. | `{ levelId }` | `{ newLevelId, newNodeIds[] }` |
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| `delete_node` | Delete a node; cascades when `cascade: true`. | `{ id, cascade? }` | `{ deletedIds: [] }` |
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| `undo` | Step back through temporal history. | `{ steps? }` | `{ undone: number }` |
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| `redo` | Step forward through temporal history. | `{ steps? }` | `{ redone: number }` |
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| `export_json` | Serialize the scene graph as JSON. | `{ pretty? }` | `{ json: string }` |
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| `export_glb` | Stubbed: GLB export requires the browser renderer. | — | throws `not_implemented` |
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| `validate_scene` | Zod-validate every node and parent-child integrity. | — | `{ valid, errors: { nodeId, path, message }[] }` |
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| `verify_scene` | High-level layout check with validation status, per-level counts, empty levels and practical issues. | — | `{ valid, levels[], issues, hasIssues }` |
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| `check_collisions` | Find overlapping items and out-of-bounds placements. | `{ levelId? }` | `{ collisions: { aId, bId, kind }[] }` |
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| `analyze_floorplan_image` | Vision tool: extract walls, rooms, and approximate dimensions from a floorplan image. | `{ image, scaleHint? }` | `{ walls, rooms, approximateDimensions, confidence }` |
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| `analyze_room_photo` | Vision tool: extract approximate dimensions and fixtures from a room photo. | `{ image }` | `{ approximateDimensions, identifiedFixtures, identifiedWindows }` |
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The vision tools require the MCP host to support the sampling capability
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(`createMessage`). Hosts that don't will see a structured
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`sampling_unavailable` error.
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## Resources
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| URI | MIME | Purpose |
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| --- | --- | --- |
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| `pascal://scene/current` | `application/json` | Full `{ nodes, rootNodeIds, collections }` snapshot. |
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| `pascal://scene/current/summary` | `text/markdown` | Human-readable summary with node counts, bounding box, and level areas. |
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| `pascal://agent/guide` | `text/markdown` | MCP-first construction workflow, scene invariants, and tool preferences for agents. |
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| `pascal://catalog/items` | `application/json` | Dependency-free built-in catalog subset for common residential furniture and fixtures. |
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| `pascal://constraints/{levelId}` | `application/json` | Slab footprints and wall polygons for the given level — useful as planner context. |
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## Prompts
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| Name | Args | Purpose |
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| --- | --- | --- |
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| `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. |
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| `iterate_on_feedback` | `{ feedback: string }` | Minimal-diff instructions: examine the current scene, then propose the smallest patch set that satisfies the feedback. |
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| `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. |
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## Limitations
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- `export_glb` returns `not_implemented`. GLB export depends on the Three.js
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renderer and isn't reachable headlessly without a large additional effort.
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- Vision tools require MCP host sampling support. Claude Desktop supports
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this; some MCP clients don't.
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- The built-in MCP catalog is intentionally small. Host applications can expose
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their own richer catalog through additional tools/resources without requiring
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the MCP package to depend on the editor UI bundle.
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- Systems (wall mitering, slab triangulation, CSG cutouts, roof / stair
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generation) run inside React hooks in the editor. Headless mode doesn't
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regenerate derived geometry — but all node data remains fully manipulable.
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Consumers that need rendered geometry run `@pascal-app/viewer` in a browser
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host.
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- Core's `loadAssetUrl` / `saveAsset` are browser-only; items that reference
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`asset://<id>` URLs aren't resolvable in Node. Supply absolute URLs or
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`data:` URLs for item assets if you need them usable outside the browser.
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- `dirtyNodes` accumulates in headless mode because no renderer consumes it.
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Call `bridge.flushDirty()` if observability matters to your consumer.
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## Development
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```bash
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bun install
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bun run --cwd packages/mcp build
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bun test
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```
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Smoke-test the stdio binary end-to-end:
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```bash
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bun run --cwd packages/mcp smoke
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```
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## License
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MIT
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