Next AI Draw.io
draw.io diagrams your AI agent draws on a live browser canvas that you can also edit by hand
作者提供的说明(英文原文)
Make AI-generated 3D assets web-ready: budgets, SSIM-verified optimization, STL/USDZ export.
这三项永远不会合并成一个分数:意见、测量和人气是不同的东西。
我们还没有为它写通俗的介绍。下面是我们从注册中心读取到的事实。
选择你使用的 AI 应用,然后复制设置。
MESHY_API_KEY标为机密的值是你账户的钥匙。千万不要分享给别人,也不要粘贴到聊天里。
你需要
你用的是哪个应用?
在上方选择你的应用。我们会记住它,下次按钮会显示“安装到 …”。
打开 Claude Desktop → Settings → Developer → Edit Config,把下面的内容粘贴到 claude_desktop_config.json
{
"mcpServers": {
"glbforge": {
"command": "npx",
"args": [
"-y",
"@glbforge/mcp"
],
"env": {
"MESHY_API_KEY": "your-value"
}
}
}
}在终端中运行这条命令
claude mcp add glbforge --env MESHY_API_KEY=your-value -- npx -y @glbforge/mcp运行前请先填写空着的值。
粘贴到项目中的 .cursor/mcp.json,或 ~/.cursor/mcp.json
{
"mcpServers": {
"glbforge": {
"command": "npx",
"args": [
"-y",
"@glbforge/mcp"
],
"env": {
"MESHY_API_KEY": "your-value"
}
}
}
}浏览器会先询问是否打开应用,然后应用会显示设置并请你确认。密钥的值会留空,由你自己填写。
粘贴到项目中的 .vscode/mcp.json
{
"servers": {
"glbforge": {
"type": "stdio",
"command": "npx",
"args": [
"-y",
"@glbforge/mcp"
],
"env": {
"MESHY_API_KEY": "your-value"
}
}
}
}浏览器会先询问是否打开应用,然后应用会显示设置并请你确认。密钥的值会留空,由你自己填写。
这个服务器在你的电脑上运行,而 ChatGPT 只能连接互联网上的服务器。请选择其他应用。
你的选择通过 Cookie 保存在这台设备上,无需账户。
这些设置是根据作者在注册中心的条目生成的。如果 README 的写法不同,请以 README 为准。
依据这个服务器的连接方式和各应用自己的文档,检查于 2026年11月10日。
在你的电脑上运行,适用于
ClaudeGooseLM StudioMsty StudioCherry StudioCursorVS Code + GitHub CopilotVisual StudioWindsurf (Devin Desktop)ZedKiroClineContinueJetBrains AI AssistantClaude CodeCodex CLIGemini CLIOpenCodenodecodeWarpLibreChatRaycast
它在你的电脑上运行;安装后,工具列表会显示在你的 AI 应用中。
我们检查的是任何人都能看到的信息;我们没有阅读代码。不适用的检查项不计入总数。 · 检查于 2026年11月10日
注册名称已通过域名 glbforge.dev 验证(注册中心会核实域名所有权)
代码最后更新于41天前
我们还没有从 GitHub 读取这个仓库
它在你的电脑上运行,没有互联网端点
在你的电脑上运行,改用本地设置
它在你的电脑上运行;我们只能读取互联网端点的工具列表
与注册中心里这个分类中所有活跃的服务器比较。只有当发布者拥有该仓库时,星标数才计入。
它在 2 项适用的基础检查中通过了 2 项。我们没有阅读代码。在添加密钥或令牌之前,请先看看这个服务器要求哪些权限,并使用只具备所需权限的密钥。
你需要填写:MESHY_API_KEY
它在你的电脑上运行。你的 AI 应用会在需要时启动它,数据不会经过作者的服务器(除非它自己调用在线服务)。
GitHub 仓库最后更新于41天前,最新版本(0.8.0)于2个月前进入注册中心。
支持 MCP 的应用,例如 Claude Desktop、Claude Code、Cursor 和 VS Code。你的电脑上还需要有 Node.js。
同一分类中有:Next AI Draw.io, Pascal 3D Editor, screenpipe
同一分类中其他作者的服务器,按星标数排序。
如何看卡片:↓ 每周下载量i★ GitHub 星标i三大支柱:评价 · 检查 · 使用情况i更新 = 最新版本发布到注册中心的时间i
draw.io diagrams your AI agent draws on a live browser canvas that you can also edit by hand
Create, inspect, validate, and save editable 3D building scenes with Pascal's MCP server.
Search your local screen recordings, audio transcripts, and computer activity from screenpipe.
按原文从作者的仓库复制。PopNx MCP 没有审查或背书其内容。HTML、图片和脚本已被移除。链接会离开本站。
glbforge.dev · raw AI mesh in, shipped asset out
The deterministic layer after 3D generation, built for agents and CI. Two jobs: the agent's eyes while a mesh is being edited (inspect reads it semantically in tens of milliseconds, diff says what the last edit broke), and the gate before it ships (analyze → optimize → verify, with versioned performance budgets as a CI-able contract and "no visible loss" measured as an SSIM number). Also forges 2D artwork into watertight 3D, routes photographs to generators, and exports GLB / STL / USDZ.
glbforge inspect — the edit-loop read (sub-second): one shell or floating pieces, watertight or holes/overlaps, size in metres, up axis, origin placement, unapplied/mirrored transforms — each finding a versioned rule id (topo/open-edges from core-geometry@1) with measured/heuristic certainty, a likely cause with confidence, and a concrete fix. front is never guessed. Same thing as the MCP inspect tool: call it after every edit.glbforge diff — what changed since the last edit, including what it broke: per-part size deltas ("'legs' is 30% narrower along X"), triangle and shell deltas, topology regressions (was watertight, now has 3 open loops), origin drift, node transforms, meshes added or removed, and --visual front/side/top/iso SSIM with cameras fixed to the before framing. Same thing as the MCP diff tool.glbforge analyze — budget report card + named lint rulesglbforge optimize — weld/simplify/LOD/compress to hit the budgetglbforge scaffold — emit a React Three Fiber viewer for the optimized assetglbforge meshy — generate/download via Meshy REST API (image/text → 3D, --optimize glue)glbforge ship — one call from a GLB, a logo, or a photo to a budget-gated asset: route (optimize / forge / generate) → analyze → optimize → gate. --json emits the route, the forge's decision and the full optimization report as one document.@glbforge/mcp, 28 tools, dev.glbforge/glbforge in the official MCP registry)glbforge ui) — local web UI: drag-drop analyze, one-click optimize with a before/after compare slider in the viewport, logo forging, Meshy generation with live progress, STL export. Zero hosting; runs entirely on your machine.glbforge extrude — deterministic logo/graphic → 3D (no AI, no credits): traces the silhouette (marching squares → Douglas-Peucker → earcut), extrudes it watertight, and projects the source image back on as the texture. For 2D artwork (logos, wordmarks) this beats image-to-3D generation outright: ~1.5k tris vs ~2M, exact silhouette, original colors. --bevel adds a signage-style rounded rim (miter-limited, clamp-probed insets + a crack stitching pass keep it watertight even on thin graffiti strokes; verified 0 boundary / 0 non-manifold edges on real logo fixtures). Photographic inputs are detected and routed to Meshy instead — or, with --matte auto, lifted off their background first (see below). Also exposed as the extrude_image MCP tool.--matte auto — lift the subject, forge the stickerA photograph has no alpha and no white ground, so the forge refuses it. The matte (matte/border@2, core/src/extrude/matte.ts) is the third answer: it takes the frame edge as the background, grows it inward through pixels of that colour, and calls what survives the subject — the idea behind a phone's "lift subject", done with plain connectivity, so it adds no model download, runs identically in Node and the browser, and is byte-for-byte deterministic. Colour decides each pixel's class and connectivity decides what happens to it, which is what keeps a mug's handle open: an enclosed region of background colour is a hole, not subject. Small enclosed regions (highlights, JPEG speckle) are filled, small disconnected pieces are dropped as debris. Matching is chromaticity-aware in one direction — a pixel that is close in colour and *darker* than the background is a shadow of it, so a cast shadow stops being welded to the object, while a white mug on a grey desk (brighter, same hue) is never absorbed. A 3x3 majority filter smooths the mask before tracing, so JPEG ringing along an edge does not become hundreds of contours.
The tolerance tunes itself. tuneMatte sweeps an eight-rung ladder and keeps the best-scoring cut, because confidence falls off at both ends of the knob — too tight leaves the background attached, too loose eats the object. The Studio does it on drop (the slider opens on the tuned value, tagged auto), --matte-tolerance auto does it on the CLI and prints the ladder, and the MCP's matte_preview does it by default.
Look before you forge. A tolerance you cannot see is a tolerance you cannot choose, so the cut is previewable everywhere it is offered: glbforge extrude photo.jpg --matte auto --matte-preview cut.png writes the cut (subject opaque, removed background ghosted) and prints its numbers without building geometry; extrude_image takes matte_preview: true and returns that image plus nextActions naming the tolerances to try; and the Studio redraws the cut live under the lift button as the slider moves.
A mask is an inference, so it reports like one — coverage, pieces, holes, and a confidence built from how uniform the edge was, how much contrast the cut ran through, and whether the result is a sensible size. Below 0.4 the forge refuses with those numbers rather than handing back a blob; the MCP surfaces the accepted case as a SUBJECT_LIFTED diagnostic so an agent knows the silhouette was inferred, not read. --matte auto on the CLI, matte on extrude_image, and ✂ Lift subject and forge in the Studio, offered exactly where the refusal used to be a dead end.
pnpm install && pnpm build
node packages/cli/dist/index.js analyze fixtures/veiled-guardian.glb --profile mobile-hero node packages/cli/dist/index.js optimize fixtures/veiled-guardian-tex4k.glb -o out.web.glb --lods 40000,10000 node packages/cli/dist/index.js scaffold out.web.glb -o viewer && cd viewer && pnpm install --ignore-workspace && pnpm dev node packages/cli/dist/index.js ui model.glb # GLBForge Studio on localhost:5177
inspect (glb/gltf/usdz/usda/usdc) answers what an agent editing a mesh gets wrong blind: ~0.1 s on a 150k-triangle asset, ~0.8 s on a raw 2M-triangle generation (the welded topology pass itself is ~70 ms per 150k triangles). --profile authoring (default) treats topology problems as warnings because they are most likely the last edit's doing; a budget profile (mobile-hero) reports them as info. --packs core-geometry@1,core-scene@1 pins rule packs, --no-topology skips the welded pass (rules are listed as skipped, never silently absent), --strict exits 1 on warnings, --json emits the full report. --expect "chair, Z-up, meters, single-shell, 0.4-1.2m tall, front -Y, watertight, origin base" turns the run into a contract (intent@1): shell count, watertight, size range and origin are measured and fail as errors (exit 1); a bare category gives a plausibility warning from a coarse size table with a stated confidence; front is recorded as declared and never measured; Z-up on a GLB is informational because glTF is Y-up by definition. Tokens the parser cannot place are reported, not dropped.
glbforge usage is the local, opt-in counter behind the one metric that says whether GLBForge is in the loop: invocations per asset. Off by default; opt in with glbforge usage --enable or GLBFORGE_USAGE=1. Every inspect / diff / analyze (and every MCP call) then appends one JSON line to ~/.config/glbforge/usage.jsonl (GLBFORGE_CONFIG_DIR to move it). Nothing is ever sent anywhere; --clear deletes it. Because every edit changes the file's hash, assets are grouped into *lineages*: the same path in the same session, the same path within two hours, a diff edge (before → after), or an explicit --lineage . The report gives median / p90 invocations per lineage and the share of assets inspected at least five times.
analyze flags: --profile mobile-hero|desktop-hero|product-configurator, --json, --no-topology. Exits non-zero when the asset is over budget — wire it into CI like a linter. optimize flags: --target , --lods a,b, --no-textures, --no-compress, --no-verify. LOD files (--lods 40000,10000) are geometry-only: materials stripped, positions welded, meshopt-simplified, and when non-manifold topology stalls the simplifier (stacked forge layers, doubled shells) they fall back to grid vertex clustering so the target is always reached — the CLI and the Action report say grid-clustered when that happened.
Measured on the included Meshy 7 fixture (4K textures, 1.99M tris): 89.4MB → 5.5MB (93.8% smaller), score 25 → 100, ~7s. Pipeline: dedup → weld → meshopt-simplify to budget (error ladder) → fill missing normals → texture resize + WebP (normal maps near-lossless) → prune → EXT_meshopt_compression → perceptual verification.
Every optimize/ship renders the asset from four fixed cameras before and after (deterministic software rasterizer, 2x supersampled, smooth shading, base-color textures) and scores the pairs with SSIM. The weakest view must clear the profile's minSsim floor (mobile-hero 0.94, product-configurator 0.95, desktop-hero 0.96) or the report card gets an error-severity fidelity/perceptual finding and the command exits non-zero, exactly like a budget violation. A passing run records the number as an info finding, so the score ships with the report everywhere (CLI, --json, MCP, Studio).
visual fidelity ✓ SSIM 96.7% weakest view 95.8% @ verify_135 · floor 94.0% · geometric deviation ≤ 0.1%
On the fixture: the budget pass (1.99M → 150k tris) measures 0.958; forcing 40k tris drops to 0.896 (fails, and it should — hair strands merge); 10k measures 0.73. glbforge verify scores any two files the same way. The cameras are fixed to the reference's bounds so a shifted or shrunken result cannot re-frame itself into a good score.
| package | purpose |
|---|---|
@glbforge/core | pure analysis library: stats, topology, rules, budgets |
glbforge (CLI) | glbforge command-line interface |
@glbforge/meshy | typed Meshy REST client: tasks, polling w/ backoff, downloads |
@glbforge/mcp | MCP server: validate / inspect / render GLB and USD with stable error codes + prim paths, compact report cards, optimize/ship/forge/STL/USDZ with dry-run + diff, generation |
.mcp.json registers the server for Claude Code automatically (build first: pnpm build). For other clients:
claude mcp add glbforge -- node /path/to/XUI/packages/mcp/dist/index.js
Built for agents. Every tool answers one envelope — { ok, summary, duration_ms, errors[], data } — where errors[] carries every diagnostic with a stable code (docs/error-codes.md), a severity and the prim path it refers to, and every response validates against schemas/ .output.json. validate, inspect_geometry, inspect_animation, inspect_materials, analyze_performance and inspect_all read GLB, glTF, USDZ, USDA and USDC (pure-TypeScript USD readers, single layer); render / render_animation_strip draw any of them, posed at any animation time. Mutating tools take dry_run and return a diff plus post_validation, and report every change they made on their own (generated normals, joined primitives, transcoded textures…) as a coded entry. Results are compact cards