- README.md: install/quick start; configs for Claude Desktop, Claude Code, and Cursor; programmatic usage; tables covering all 21 tools, 4 resources, and 3 prompts; limitations; development commands. - CHANGELOG.md: 0.1.0 entry in Keep a Changelog format. - examples/generate-apartment.md: prose transcript using from_brief to build an 80 m² 2-bed apartment, showing apply_patch, set_zone, cut_opening, validate_scene. - examples/renovate-from-photos.md: prose transcript using the vision tools + renovation_from_photos prompt. - examples/embed-in-agent.ts: compilable TypeScript showing programmatic usage via InMemoryTransport. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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Generate a 2-bed apartment from a brief
This example walks through a realistic session with an MCP host (Claude
Desktop, Claude Code, or Cursor) that has pascal-mcp configured. The agent
uses the from_brief prompt to turn a short brief into a concrete scene.
The brief
User: Claude, create a 2-bedroom 1-bath apartment in 80 m² in Spain.
The host UI lets the user select the from_brief prompt and fills in:
brief: "2-bedroom 1-bath apartment in 80 m² in Spain, open-plan living /
kitchen, bathroom on the interior wall"
constraints: "Spanish building regulations; ceiling height 2.5 m"
What the agent does
The prompt returns a system message instructing the agent to start from an
empty site, read the current scene, and emit incremental apply_patch calls.
The agent proceeds roughly like this:
1. Inspect the current scene
// tool: get_scene
{ "name": "get_scene", "arguments": {} }
Response (trimmed):
{
"nodes": {
"site-1": { "type": "site", "id": "site-1", "children": [/* ... */] },
"building-1": { "type": "building", "id": "building-1", "parentId": "site-1" },
"level-1": { "type": "level", "id": "level-1", "parentId": "building-1",
"elevation": 0, "height": 2.5 }
},
"rootNodeIds": ["site-1"]
}
The default scene is a Site → Building → Level stack with no walls. The
agent decides to work on level-1 and targets a 10 m × 8 m = 80 m² outline.
2. Create the perimeter walls
The agent chooses a rectangular outline with its origin at (0, 0):
// tool: apply_patch
{
"name": "apply_patch",
"arguments": {
"patches": [
{ "op": "create", "parentId": "level-1",
"node": { "type": "wall", "start": [0, 0], "end": [10, 0],
"thickness": 0.2, "height": 2.5 } },
{ "op": "create", "parentId": "level-1",
"node": { "type": "wall", "start": [10, 0], "end": [10, 8],
"thickness": 0.2, "height": 2.5 } },
{ "op": "create", "parentId": "level-1",
"node": { "type": "wall", "start": [10, 8], "end": [0, 8],
"thickness": 0.2, "height": 2.5 } },
{ "op": "create", "parentId": "level-1",
"node": { "type": "wall", "start": [0, 8], "end": [0, 0],
"thickness": 0.2, "height": 2.5 } }
]
}
}
Response:
{ "applied": 4 }
3. Create interior partitions
Two bedrooms on the east side, bathroom on the interior wall, open-plan living / kitchen on the west.
// tool: apply_patch
{
"name": "apply_patch",
"arguments": {
"patches": [
{ "op": "create", "parentId": "level-1",
"node": { "type": "wall", "start": [5.5, 0], "end": [5.5, 8],
"thickness": 0.15, "height": 2.5 } },
{ "op": "create", "parentId": "level-1",
"node": { "type": "wall", "start": [5.5, 4], "end": [10, 4],
"thickness": 0.15, "height": 2.5 } },
{ "op": "create", "parentId": "level-1",
"node": { "type": "wall", "start": [5.5, 5.5], "end": [8, 5.5],
"thickness": 0.15, "height": 2.5 } },
{ "op": "create", "parentId": "level-1",
"node": { "type": "wall", "start": [8, 4], "end": [8, 5.5],
"thickness": 0.15, "height": 2.5 } }
]
}
}
4. Define zones
The agent declares the rooms so later queries and item placement can target them by name:
// tool: set_zone (called once per zone)
{
"name": "set_zone",
"arguments": {
"levelId": "level-1",
"label": "Living / Kitchen",
"polygon": [[0, 0], [5.5, 0], [5.5, 8], [0, 8]]
}
}
// → { "zoneId": "zone-living" }
{
"name": "set_zone",
"arguments": {
"levelId": "level-1",
"label": "Bedroom 1",
"polygon": [[5.5, 0], [10, 0], [10, 4], [5.5, 4]]
}
}
// → { "zoneId": "zone-bed1" }
{
"name": "set_zone",
"arguments": {
"levelId": "level-1",
"label": "Bedroom 2",
"polygon": [[5.5, 5.5], [10, 5.5], [10, 8], [5.5, 8]]
}
}
// → { "zoneId": "zone-bed2" }
{
"name": "set_zone",
"arguments": {
"levelId": "level-1",
"label": "Bathroom",
"polygon": [[5.5, 4], [8, 4], [8, 5.5], [5.5, 5.5]]
}
}
// → { "zoneId": "zone-bath" }
5. Cut doors and windows
The agent uses cut_opening to add entry doors on each interior partition
and windows on the south and east façades:
// tool: cut_opening (called once per opening)
{
"name": "cut_opening",
"arguments": {
"wallId": "wall-south", // perimeter wall [0,0] → [10,0]
"type": "window",
"position": 0.25, // 25% along centerline
"width": 1.2,
"height": 1.2
}
}
// → { "openingId": "window-south-1" }
{
"name": "cut_opening",
"arguments": {
"wallId": "wall-bed1", // partition wall to Bedroom 1
"type": "door",
"position": 0.4,
"width": 0.9,
"height": 2.1
}
}
// → { "openingId": "door-bed1" }
The agent repeats this for Bedroom 2's door, the bathroom door, and two more windows on the east façade.
6. Validate and report
// tool: validate_scene
{ "name": "validate_scene", "arguments": {} }
Response:
{ "valid": true, "errors": [] }
The agent then reads the scene summary for its response to the user:
// resource: pascal://scene/current/summary
{ "uri": "pascal://scene/current/summary" }
The host displays the returned Markdown: 1 site, 1 building, 1 level, 8 walls, 4 zones, 3 doors, 3 windows; usable area ~78 m²; perimeter ~36 m.
7. Iterate
The user follows up:
User: Swap the bathroom and bedroom 2 — I want the bathroom near the entrance.
The agent loads the iterate_on_feedback prompt and issues a single
apply_patch that updates the polygon of zone-bath and zone-bed2 and
moves the corresponding partition walls. Because mutation goes through the
Zustand store, the user can undo the change if they dislike it:
{ "name": "undo", "arguments": { "steps": 1 } }
// → { "undone": 1 }
Takeaways
- Mutations batch inside a single
apply_patchso thatundorolls back the whole logical change. - Zones are not walls — they're polygon annotations that make later queries
(
find_nodes({ zoneId })) and planning steps much easier for the agent. - The agent never needs to speak to
@pascal-app/viewer: everything the host sees flows through tools + resources + prompts.