Files
editor/packages/mcp
Adrian PerezandClaude Opus 4.7 e8d0b13ff5 feat(mcp,editor): Option A+B storage + 10 agent deliverables (Phase 7)
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>
2026-04-18 19:29:28 +02:00
..

@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

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:

bunx pascal-mcp           # or: npx pascal-mcp

Load an initial scene from disk:

pascal-mcp --stdio --scene ./my-scene.json

Expose it as HTTP for remote hosts:

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):

{
  "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:

claude mcp add pascal bunx pascal-mcp

Or add to .mcp.json at the repo root:

{
  "mcpServers": {
    "pascal": {
      "command": "bunx",
      "args": ["pascal-mcp"]
    }
  }
}

Cursor config

In Cursor settings (settings.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.

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 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://<id> 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

bun install
bun run --cwd packages/mcp build
bun test

Smoke-test the stdio binary end-to-end:

bun run --cwd packages/mcp smoke

License

MIT