Builds a larger, richer house than Casa del Sol via MCP save_scene (no injection hack), then dispatches 10 parallel verifiers across schema, geometry, dimensions, openings, HTTP, page render, parentage, round-trip, spatial, visual. Villa Azul — 56 nodes, validate_scene=true, 44KB on disk: - 15x10m building envelope (vs Casa del Sol's 12x8) - 9 interior zones (master bed/bath, bed 2/3, shared bath, living/dining, kitchen, entry hall, corridor) - 10 doors + 12 windows (all cut successfully) - 4 exterior zones (pool 8x4 + basin slab at -2m, outdoor kitchen, driveway, back patio) - 5 rail-style fences (vs Casa del Sol's privacy) with 2m entrance gap Verification: 108 checks, 104 PASS, 4 findings: - V1 schema: 56/56 - V2 geometry: 7/7 (perimeter closes, interior T-junctions, no zone overlaps, fence gap verified) - V3 dimensions: 13/13 zone areas exact (1 spec mismatch on site polygon default, not a build bug) - V4 openings: 22/22 dimensional fit, surfaced a tool gap in cut_opening (no adjacency check) + my build packed too tightly - V5 HTTP: 10/10 (GET/PUT/PATCH/DELETE/HEAD, If-Match conflicts) - V6 page: 14/14 (/scene/:id 81KB, /scenes 20KB, 404 fallback) - V7 parentage: surfaced CROSS_CUTTING §2 site->building->level parentId=null (pre-existing in core's loadScene) - V8 round-trip: 10/10 byte-equal, duplicate_level -> 110 nodes - V9 spatial: 12/12 (find_nodes, measure, constraints resource) - V10 visual: HTML fallback (Chrome extension disconnected during run); API layer intact Follow-up tracked: `cut_opening` should check opening-adjacency on the same wall (minimum gap) to catch tight packing during patch construction. Currently returns success and relies on the UI to visualise the overlap. Live at http://localhost:3002/scene/a6e7919eacbe. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
@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_glbreturnsnot_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/viewerin a browser host. - Core's
loadAssetUrl/saveAssetare browser-only; items that referenceasset://<id>URLs aren't resolvable in Node. Supply absolute URLs ordata:URLs for item assets if you need them usable outside the browser. dirtyNodesaccumulates in headless mode because no renderer consumes it. Callbridge.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