Lets an AI client create, inspect, validate, and save editable 3D building scenes, including walls, rooms, doors, and furnishings.
Also known as pascalorg/editor, editor, @pascal-app/mcp
- Stars
- 25,486
- Tools
- 53
- Downloads, 30 days
- —
- Latest version
- 1.1.4
- Last commit
- Nov 12, 2026
- License
- MIT
What is Pascal 3D Editor MCP?
Pascal 3D Editor is an MCP server. Lets an AI client create, inspect, validate, and save editable 3D building scenes, including walls, rooms, doors, and furnishings. It exposes 53 tools, such as get_scene, get_node, find_by_type.
Summary generated from the project's README
How to install Pascal 3D Editor MCP
Formats verified 10 Nov 2026Install Pascal 3D Editor MCP in Claude Code
$ claude mcp add editor -- npx -y @pascal-app/mcpInstall Pascal 3D Editor MCP in Cursor
~/.cursor/mcp.json
{
"mcpServers": {
"editor": {
"command": "npx",
"args": [
"-y",
"@pascal-app/mcp"
]
}
}
}Install Pascal 3D Editor MCP in VS Code
.vscode/mcp.json
{
"servers": {
"editor": {
"type": "stdio",
"command": "npx",
"args": [
"-y",
"@pascal-app/mcp"
]
}
}
}Install Pascal 3D Editor MCP in Claude Desktop
claude_desktop_config.json
{
"mcpServers": {
"editor": {
"command": "npx",
"args": [
"-y",
"@pascal-app/mcp"
]
}
}
}Install Pascal 3D Editor MCP in Codex
~/.codex/config.toml
[mcp_servers.editor] command = "npx" args = ["-y", "@pascal-app/mcp"]
Install Pascal 3D Editor MCP in Gemini CLI
~/.gemini/settings.json
{
"mcpServers": {
"editor": {
"command": "npx",
"args": [
"-y",
"@pascal-app/mcp"
]
}
}
}Pascal 3D Editor MCP tools 53
Detected from the READMEget_sceneget_nodefind_by_typelist_levelsget_level_summaryget_wallsget_zonesget_siteplace_buildingmeasureview_scenesearch_assets
| get_scene | — | |
| get_node | — | |
| find_by_type | — | |
| list_levels | — | |
| get_level_summary | — | |
| get_walls | — | |
| get_zones | — | |
| get_site | — | |
| place_building | — | |
| measure | — | |
| view_scene | — | |
| search_assets | — |
Show all 53 toolsShow fewer tools
design_briefview_assetssearch_materialspaintcreate_story_shellcreate_stairmeasure_stairfit_staircreate_roofmove_roofs_to_roof_levelcreate_roomadd_dooradd_windowfurnish_roomadd_corner_windowmerge_windowsapply_patchadd_levelset_ground_leveladd_wallset_wall_typeadd_columnadd_fenceplace_itemsplace_designset_zoneduplicate_levelcreate_unitset_unit_memberslist_unitsdelete_nodeclear_sceneundoredoexport_jsonexport_glbvalidate_designverify_scenecheck_collisionsanalyze_floorplan_imageanalyze_room_photo
| design_brief | — | |
| view_assets | — | |
| search_materials | — | |
| paint | — | |
| create_story_shell | — | |
| create_stair | — | |
| measure_stair | — | |
| fit_stair | — | |
| create_roof | — | |
| move_roofs_to_roof_level | — | |
| create_room | — | |
| add_door | — | |
| add_window | — | |
| furnish_room | — | |
| add_corner_window | — | |
| merge_windows | — | |
| apply_patch | — | |
| add_level | — | |
| set_ground_level | — | |
| add_wall | — | |
| set_wall_type | — | |
| add_column | — | |
| add_fence | — | |
| place_items | — | |
| place_design | — | |
| set_zone | — | |
| duplicate_level | — | |
| create_unit | — | |
| set_unit_members | — | |
| list_units | — | |
| delete_node | — | |
| clear_scene | — | |
| undo | — | |
| redo | — | |
| export_json | — | |
| export_glb | — | |
| validate_design | — | |
| verify_scene | — | |
| check_collisions | — | |
| analyze_floorplan_image | — | |
| analyze_room_photo | — |
Configuration
PASCAL_DATA_DIRPASCAL_MCP_HTTP_TOKEN
| Name | Description | |
|---|---|---|
| PASCAL_DATA_DIR | — | |
| PASCAL_MCP_HTTP_TOKEN | — |
Automated checks
Ran Nov 11, 2026Full report →Passed our automated checks. That is not a security audit: read the code and give the server the narrowest access it needs. How checks work
- Source repository linked and reachablePass
- Open source license (OSI)Pass
- Commit or release in the last yearPass
- Package name not close to a popular packagePass
- Remote endpoint uses HTTPSPass
- Destructive tools are labelledNot checked
- No hidden instructions to the modelPass
- No critical advisory in the package or its dependenciesPass
README
View on GitHub@pascal-app/mcp
Also listed on Smithery.
Model Context Protocol server for the Pascal 3D editor. Drives the
@pascal-app/core scene graph from any MCP-compatible AI host.
For the hosted Pascal MCP endpoint and copy-ready setup for Claude Code, Codex, Cursor, and OpenClaw, read Connect an AI agent. The hosted endpoint edits projects in a Pascal account; this package is the open-source, local server for custom hosts and local scene storage.
Listed in the official MCP Registry as
app.pascal/editor.
The server runs headlessly in Node.js (22.23.4+ on 22.x, 24.22.1+ on 24.x, or 26.12.1+) or Bun, with no browser, WebGPU, React, or external database service. It exposes the same scene mutations used by the editor UI (create walls, place items, cut openings, undo, etc.) as MCP tools, resources, and prompts.
Recommended local setup
For a local editor and MCP that share projects automatically, install the Pascal CLI:
npx @pascal-app/cli editor
pascal mcp setup codex
pascal editor starts the editor and an authenticated MCP service together.
pascal mcp connect is a stable stdio connector that discovers the dynamic loopback
port, so MCP client configuration contains neither a changing port nor a secret.
Use this package directly when embedding the MCP server, supplying a custom store, or running MCP without the Pascal editor.
Install the package directly
bun add @pascal-app/mcp
@pascal-app/core is a peer dependency. The local store uses Bun SQLite under Bun and
Node's built-in SQLite driver under Node.js.
Quick start
Launch the server over stdio in one line:
bunx @pascal-app/mcp
# or
npm exec --package=@pascal-app/mcp -- pascal-mcp
Load an initial scene from disk:
bunx @pascal-app/mcp --stdio --scene ./my-scene.json
Expose it over loopback HTTP:
bunx @pascal-app/mcp --http --port 8787
Binding a non-loopback host requires a bearer token:
PASCAL_MCP_HTTP_TOKEN="$(openssl rand -hex 32)" \
bunx @pascal-app/mcp --http --host 0.0.0.0 --port 8787 --cors-origin https://editor.example
Local scene storage
Scenes saved through MCP are stored in a local SQLite database:
~/.pascal/data/pascal.db
Set PASCAL_DATA_DIR when you want the MCP server and the running editor to
share a different directory, or PASCAL_DB_PATH when you need an exact database
file path. The store uses WAL mode and transactional version checks so separate
local processes can save and open the same scene database.
During workspace development, run both sides with the same data directory:
# Terminal 1: run the editor
PASCAL_DATA_DIR="$HOME/.pascal/data" bun run dev
# Terminal 2 or an MCP host: run the server
PASCAL_DATA_DIR="$HOME/.pascal/data" bun packages/mcp/dist/bin/pascal-mcp.js
Local geometry artifacts
Scripted objects keep their GLB and source in <database-path>.artifacts/<sha256> beside the
local SQLite scene database, where saved scenes live (also with --scene, which only seeds the
first scene); keep that directory with the database. Files are verified against their hash and
written once, so saved scenes and undo history keep their original geometry. The standalone
editor reads and writes the same database-side store.
Local MCP compilation is opt-in with PASCAL_SERVER_SCRIPT_COMPILE=1. It runs in a separate
process without inherited environment variables, with a deadline; this is not a sandbox for
untrusted code. Blender (bpy) modules run in the Blender binary PASCAL_BLENDER names
(blender -b), with the same caveat; Blender geometry scripts
walks through one. get_source can read saved scripts without enabling compilation.
Live editor updates
When the editor and MCP server share the same PASCAL_DATA_DIR, MCP mutations
against a loaded saved scene are persisted to SQLite and recorded in a local
scene_events stream. The editor page subscribes to that stream at
/api/scenes/:id/events with server-sent events, so an open browser tab can
apply scene graph snapshots as the agent edits the scene.
The flow is intentionally local and lightweight:
- Open or create a scene in the editor so it is saved in the local database.
- Load that scene through MCP with
load_scene. - Run MCP mutation tools such as
create_room,add_door,furnish_room,add_wall,place_items, orset_zone.
Each mutation version-checks the saved scene before writing. If the browser or
another MCP process saved a newer version first, the MCP tool returns
live_sync_version_conflict; reload the scene with load_scene before
continuing.
Managed CLI client configuration
The recommended JSON configuration for Claude Desktop, Cursor, and compatible clients is:
Edit ~/Library/Application Support/Claude/claude_desktop_config.json
(macOS) or %APPDATA%\Claude\claude_desktop_config.json (Windows):
{
"mcpServers": {
"pascal": {
"command": "pascal",
"args": ["mcp", "connect"]
}
}
}
Claude Code
Via the CLI:
pascal mcp setup claude
Or add to .mcp.json at the repo root:
{
"mcpServers": {
"pascal": {
"command": "pascal",
"args": ["mcp", "connect"]
}
}
}
For package-development testing without the managed CLI, build first and point Claude Code at the built binary:
{
"mcpServers": {
"pascal": {
"command": "node",
"args": ["/absolute/path/to/editor/packages/mcp/dist/bin/pascal-mcp.js"],
"env": {
"PASCAL_DATA_DIR": "/Users/you/.pascal/data"
}
}
}
}
Codex CLI
Via the CLI:
pascal mcp setup codex
For local workspace testing before publish:
bun run --cwd packages/mcp build
codex mcp add pascal-dev \
--env PASCAL_DATA_DIR="$HOME/.pascal/data" \
-- node "$PWD/packages/mcp/dist/bin/pascal-mcp.js"
This writes an entry like this to ~/.codex/config.toml:
[mcp_servers.pascal-dev]
command = "node"
args = ["/absolute/path/to/editor/packages/mcp/dist/bin/pascal-mcp.js"]
[mcp_servers.pascal-dev.env]
PASCAL_DATA_DIR = "/Users/you/.pascal/data"
Cursor config
In Cursor settings (settings.json):
{
"mcp.servers": {
"pascal": {
"command": "pascal",
"args": ["mcp", "connect"]
}
}
}
Programmatic use
Embed the server in your own Node.js or Bun 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, InMemoryTransport } from '@modelcontextprotocol/client'
const bridge = new SceneBridge()
// Or over a detached scene a host opened (`@pascal-app/core/runtime`): every tool then reads and
// writes that scene, with its ids, and the host turns it into a patch.
// const bridge = new SceneBridge({ runtime: openDetachedScene(snapshot, options) })
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)
A host that passes its own operations (createPascalMcpServer({ operations })) may implement
runInScene(run): every tool handler starts inside it, and tools re-enter it after their awaits,
so the ids a tool mints and the operations it plans run in the scene's synchronous scope. It is
optional; without it handlers run as they always have, with random ids. An implementation that
computes on a detached scene must provide it, delegating to SceneBridge.runInScene, or its tools'
ids will not be the scene's and a recomputed effect will not match.
See examples/embed-in-agent.ts for a
compilable version.
Plugin tools and the person's floor
A plugin's 'operation' tools register with the same runner as the shared
tools: it parses the input, applies the outcome as one history step and answers
with achieved and the refusals. The annotations are the host's, never read
from the plugin's contract.
import { createSceneOperations } from '@pascal-app/mcp/operations'
import { registerOperationTool } from '@pascal-app/mcp/tools/shared-tools'
import { signageAgentTools } from 'acme-signage/agent-tools'
import { signageAgentOperations } from 'acme-signage/agent-operations'
const operations = createSceneOperations({
bridge,
// The floor the person is viewing: a tool call that names no level reads it.
// Leave it out on a host with no view, and the lowest storey is read.
activeLevelId: () => myHost.viewedLevelId(),
})
for (const contract of signageAgentTools.tools) {
if (contract.runsIn !== 'operation') continue
registerOperationTool(server, operations, {
contract,
operation: signageAgentOperations[contract.name],
annotations: { readOnlyHint: false, destructiveHint: false },
})
}
The contract shapes, versions and trust rules are in plugin authoring.
Coordinate conventions
Pascal is a right-handed scene where X and Z form the ground plane and Y
is up. Lengths are in metres; rotations are radians, stored as Euler
[x, y, z] tuples.
Plan → world. Every 2-D point you pass is a level/building-local
ground-plane coordinate
[x, z] — this includes wall.start / wall.end and the polygon / holes
arrays of slab, zone, and ceiling. With the default identity building
transform, it appears in world space as:
[x, z] → (x, y, z) // the 2nd component is world Z (depth), not "up"
There is no sign flip in the stored convention: tooling consumes the second
component as world Z directly. The vertical y starts from the owning level's
stacked height as computed by the level system from accumulated level heights,
plus the element's own height; slabs additionally carry an absolute
elevation.
Heads-up when you compute coordinates outside the editor. Pascal's
viewports apply their own rotations on top of the world axes: the 2-D plan
panel rotates its content by the user's view rotation (north-aligned = 0°,
FLOORPLAN_VIEW_ROTATION_DEG baseline, north = world −Z), and
the 3-D "top-down" snap preserves the camera's current azimuth, so when invoked
from the iso default position, world and screen axes are offset by ~45° until
you orbit to an axis-aligned view. So a layout authored as if
"Y = north, viewed top-down" — common in land surveys, north-up site plans,
and 2-D plotting libraries — will arrive rotated relative to its source
when viewed in Pascal (and possibly further reflected, depending on which
viewport and camera state you're in). The editor's own 2-D and 3-D tools are
internally consistent with their stored coordinates, so this only affects
geometry authored programmatically. To verify orientation before trusting
externally-computed coordinates, place a scaled guide image at known anchor
points and check alignment; apply whatever rotation (or reflection) your
authoring side needs to match.
A worked demonstration of all of this — axis-aligned baseline, the rotated
30° example below, and a paired "page-intent vs world-result" L for the
external-coordinate gotcha — lives in
examples/coordinate-conventions-demo.md
and examples/coordinate-conventions-demo.json.
Load the JSON with
bunx @pascal-app/mcp --stdio --scene examples/coordinate-conventions-demo.json.
Example — a 6 × 4 m slab rotated 30° about its first corner (coordinates rounded to 3 dp; sides ≈ 6 m / 4 m; not axis-aligned, so the mapping is actually exercised):
{
"op": "create",
"parentId": "<levelId>",
"node": {
"type": "slab",
"elevation": 0.0,
"polygon": [[0, 0], [5.196, 3.0], [3.196, 6.464], [-2.0, 3.464]]
}
}
This lands flat on the ground (Y = 0), about 6 m along a heading 30° off the +X axis and 4 m along its perpendicular — i.e. occupying world (x, z) directly.
One separate gotcha: wall-attached coordinates are wall-local, not plan
coordinates. Stored door/window position[0] is metres along the wall, and
wall-attached rotations are wall-local too.
Pascal 3D Editor MCP questions
How do I add Pascal 3D Editor MCP to Claude Code?
Run claude mcp add editor -- npx -y @pascal-app/mcp in your terminal. Add --scope user to make it available in every project.
How do I add Pascal 3D Editor MCP to Cursor?
Open ~/.cursor/mcp.json and add the server under mcpServers, using the Cursor config shown in the install section above.
What tools does Pascal 3D Editor MCP provide?
It exposes 53 tools, including get_scene, get_node, find_by_type, list_levels, get_level_summary.
What does the Pascal 3D editor MCP server do?
It exposes the Pascal editor's scene mutations as MCP tools so an AI host can build and edit 3D building scenes, including walls, rooms, doors, and items.
Where does the Pascal MCP server store saved scenes?
Scenes saved through MCP go into a local SQLite database at ~/.pascal/data/pascal.db. You can override the location with PASCAL_DATA_DIR or PASCAL_DB_PATH.
How do I run the Pascal MCP server locally?
Run it over stdio with bunx @pascal-app/mcp, or expose it over loopback HTTP with the --http and --port flags. The recommended setup is the Pascal CLI with 'pascal mcp connect' after 'pascal editor'.
Does the Pascal MCP server require a token?
Loopback HTTP needs no token, but binding a non-loopback host requires a bearer token set via PASCAL_MCP_HTTP_TOKEN.
Can the editor update live while an AI agent edits the scene?
Yes. When the editor and MCP server share the same data directory, mutations are persisted and streamed to the open editor tab over server-sent events.