Ships the combined filesystem/Supabase storage adapter + MCP scene lifecycle tools + Next.js API routes + editor /scene/[id] route, so an MCP save is directly openable at /scene/<id> without any injection hack. End-to-end verified: 10/10 e2e steps pass. Storage (A1/A2/A3): - SceneStore interface + error classes + slug helpers - FilesystemSceneStore at $PASCAL_DATA_DIR (defaults XDG/~/.pascal) with atomic writes, .index sidecar, optimistic locking - SupabaseSceneStore with scenes + scene_revisions tables, RLS migration SQL, mock-backed unit tests - createSceneStore(env) auto-selects based on SUPABASE_URL + SUPABASE_SERVICE_ROLE_KEY MCP tools (A4, A8, A9, A10): - save_scene / load_scene / list_scenes / delete_scene / rename_scene - list_templates / create_from_template (3 seed templates: empty-studio, two-bedroom, garden-house) - generate_variants (7 mutation kinds, seeded RNG, save=true|false) - photo_to_scene (vision sampling → scene graph → save) Editor (A5, A6): - /api/scenes + /api/scenes/[id] with RFC 7232 If-Match locking - /scene/[id] and /scenes route pages with save button, SceneLoader - Removed the window.__pascalScene dev injection hack Security + UX edges (A7, A8): - AssetUrl Zod validator: asset:// blob: data:image/ /path https: (http://localhost for dev) + PASCAL_ALLOWED_ASSET_ORIGINS env allowlist. Hardens scan.url, guide.url, item.asset.src, material.texture.url, MaterialMaps.*Map - Auto-frame camera on empty→non-empty scene transition (camera-controls:fit-scene emitter event) Shared utilities: - rehydrateSiteChildren() extracted to packages/mcp/src/lib/ and used by both create-from-template and generate-variants to work around the SiteNode.children-as-objects vs. ids inconsistency (CROSS_CUTTING §2) - Storage + MCP subpath exports added to packages/mcp/package.json (CROSS_CUTTING §4) Tests: 293 pass / 0 fail across 40 files (was 142 pre-Phase-7). Biome: clean. Phase-7 e2e script at packages/mcp/test-reports/phase7-e2e.ts: MCP HTTP + editor Next.js both point at $PASCAL_DATA_DIR = /tmp/pascal-e2e, save_scene from MCP, GET /api/scenes/<id> from editor server, /scenes list page renders all saved scenes, scene page renders SceneLoader, delete_scene works. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
3.6 KiB
Floor-plan photo to Pascal scene
The photo_to_scene orchestrator takes a single floor-plan photo and
returns a saved, navigable Pascal scene. It chains vision (via MCP
sampling) → scene build → save in one call, so an agent doesn't have to
stitch three tools together manually.
Note:
photo_to_sceneuses MCP sampling to call the host's model. Hosts that do not advertisesamplingcapability will receive a structuredsampling_unavailableerror; fall back to the text-onlyfrom_briefprompt in that case.
The brief
A user drops a photo of a hand-drawn floor plan into the chat and types:
User: here's a floor plan photo, turn it into a Pascal scene.
The tool call
The agent reads the attachment as a data URI and issues a single tool call:
// tool: photo_to_scene
{
"name": "photo_to_scene",
"arguments": {
"image": "data:image/jpeg;base64,/9j/4AAQSkZJRgABAQEAYABgAAD...",
"scaleHint": "1 cm = 1 m, approx 20 m²",
"name": "Weekend flat"
}
}
Optional knobs:
save(defaulttrue) — iffalse, the response includesgraphinline instead of persisting to theSceneStore.defaultWallThickness(default0.2m) — used when the vision model doesn't propose a per-wall thickness.defaultWallHeight(default2.6m) — applied to every generated wall since the vision schema only captures 2D geometry.
What happens under the hood
- The orchestrator issues an MCP sampling request to the host with the
image and a structured JSON-only system prompt, mirroring
analyze_floorplan_image. The host's model returns walls, rooms, and approximate dimensions as JSON. - The reply is validated against a strict Zod schema. Unparseable or
schema-failing responses surface as
sampling_response_unparseable/sampling_response_invalidMCP errors. - A fresh
SceneGraphis built using the core schema factories: asite→building→level 0skeleton, then oneWallNodeper vision wall and oneZoneNodeper vision room. Each node is re-parsed withAnyNode.safeParse; invalid ones are dropped with a warning appended tonotes. bridge.setScene(...)swaps the live scene so any follow-up MCP call (find_nodes,measure,apply_patch, ...) operates on the new geometry.- If
save: true, the graph is persisted viaSceneStore.saveand the response carriessceneId+url: /scene/<id>.
The response
{
"sceneId": "scene_01hx8a...",
"url": "/scene/scene_01hx8a...",
"walls": 4,
"rooms": 1,
"confidence": 0.82
}
When save: false instead:
{
"walls": 4,
"rooms": 1,
"confidence": 0.82,
"graph": {
"nodes": { /* flat id → node dict */ },
"rootNodeIds": ["site_..."],
"collections": {}
}
}
If any wall or room failed schema validation, the response includes a
notes string summarising what was dropped.
Opening the scene
The user follows url in their browser:
https://your-pascal-host/scene/scene_01hx8a...
...and lands in the editor with the new scene loaded, camera auto-framed on the building footprint.
Follow-up prompts
Because the bridge now holds the new scene, subsequent agent turns can operate on it without reloading:
User: add a door on the south wall between Living and Kitchen.
The agent calls find_nodes({ type: "wall" }), picks the appropriate
wall, and issues cut_opening — no extra wiring needed.
Takeaways
photo_to_sceneis a one-shot primitive: one call, one scene.- Vision confidence is surfaced so the agent can warn the user.
- v0.1 covers walls + zones; doors, windows, items are follow-up tools.