Files
editor/packages/mcp/examples/generate-apartment.md
T
Adrian PerezandClaude Opus 4.7 3406dad8f5 docs(mcp): add README, examples, and changelog
- 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>
2026-04-18 17:51:37 +02:00

243 lines
6.4 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# 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:
```text
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
```jsonc
// tool: get_scene
{ "name": "get_scene", "arguments": {} }
```
Response (trimmed):
```jsonc
{
"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):
```jsonc
// 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:
```jsonc
{ "applied": 4 }
```
### 3. Create interior partitions
Two bedrooms on the east side, bathroom on the interior wall, open-plan
living / kitchen on the west.
```jsonc
// 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:
```jsonc
// 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:
```jsonc
// 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" }
```
```jsonc
{
"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
```jsonc
// tool: validate_scene
{ "name": "validate_scene", "arguments": {} }
```
Response:
```jsonc
{ "valid": true, "errors": [] }
```
The agent then reads the scene summary for its response to the user:
```jsonc
// 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:
```jsonc
{ "name": "undo", "arguments": { "steps": 1 } }
// → { "undone": 1 }
```
## Takeaways
- Mutations batch inside a single `apply_patch` so that `undo` rolls 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.