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)
Build 3D web apps: physics, audio, music, Blender import. Live edits, undo, versions, publishing.
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。
通过 2/3 项检查 · 你的提问会经过开发者的服务器(mcp.r3js.org)
第一步:你用哪个 AI?
选择你用的应用,步骤会显示在下方。
可连接 Claude · 约 5 分钟
需要 R3 的密钥(在开发者网站注册,可能收费) · 在 claude.ai 或桌面应用设置一次,即可在聊天中使用 · 免费账户可添加 1 个
CustomizeConnectors
把这里的内容复制到 Claude 中同名的输入框,然后点击 Continue
R3https://mcp.r3js.org/mcp在 Request headers 下添加这个名称和值
AuthorizationBearer <在这里粘贴你的密钥>只把密钥粘贴到应用的输入框里,不要粘贴到聊天中或发给任何人
Authentication 保持 Claude 检测到的设置,然后点击 Add
+ConnectorsR3
用 R3 告诉我你能帮我做什么,然后做一件给我看✓ 如果 Claude 说正在使用 R3,或回答中出现 R3 的工具名称,就表示连接成功
菜单名称已于 2026年11月11日 对照 Anthropic 帮助页面核实 · 你的界面可能因版本略有不同
ChatGPT 暂时无法连接 R3
R3 连接时需要你自己的密钥,但 OpenAI 帮助页面只说明了 OAuth 登录,没有我们能核实的填密钥方式
A · 使用能连接 R3 的应用
B · 设计、图片与音频 类中能连接 ChatGPT 的其他服务器
从同类中使用较多的里挑选,仅限用地址即可连接、无需密钥的
可连接 Claude Code · 约 5 分钟
需要 R3 的密钥(在开发者网站注册,可能收费)
Mac:按 Command+空格,输入 Terminal · Windows:打开 PowerShell
claude mcp add --transport http r3 https://mcp.r3js.org/mcp --header 'Authorization: your-value'按 Enter 前,把“your-value”改成你的密钥
只把密钥粘贴到应用的输入框里,不要粘贴到聊天中或发给任何人
应能看到 R3 在列表中并显示已连接
用 R3 告诉我你能帮我做什么,然后做一件给我看✓ 如果 Claude Code 说正在使用 R3,或回答中出现 R3 的工具名称,就表示连接成功
菜单名称已于 2026年11月11日 对照 Anthropic 帮助页面核实 · 你的界面可能因版本略有不同
可连接 Cursor · 约 5 分钟
需要 R3 的密钥(在开发者网站注册,可能收费)
在 R3 的设置中,Authorization 还是空的,填入你的密钥并保存
只把密钥粘贴到应用的输入框里,不要粘贴到聊天中或发给任何人
用 R3 告诉我你能帮我做什么,然后做一件给我看✓ 如果 Cursor 说正在使用 R3,或回答中出现 R3 的工具名称,就表示连接成功
菜单名称已于 2026年11月11日 对照 Cursor 帮助页面核实 · 你的界面可能因版本略有不同
可连接 VS Code · 约 5 分钟
需要 R3 的密钥(在开发者网站注册,可能收费)
在 R3 的设置中,Authorization 还是空的,填入你的密钥并保存
只把密钥粘贴到应用的输入框里,不要粘贴到聊天中或发给任何人
用 R3 告诉我你能帮我做什么,然后做一件给我看✓ 如果 VS Code 说正在使用 R3,或回答中出现 R3 的工具名称,就表示连接成功
菜单名称已于 2026年11月11日 对照 VS Code 帮助页面核实 · 你的界面可能因版本略有不同
Claude Code
claude mcp add --transport http r3 https://mcp.r3js.org/mcp --header 'Authorization: your-value'Cursor (~/.cursor/mcp.json)
{
"mcpServers": {
"r3": {
"url": "https://mcp.r3js.org/mcp",
"headers": {
"Authorization": "your-value"
}
}
}
}VS Code (mcp.json)
{
"servers": {
"r3": {
"type": "http",
"url": "https://mcp.r3js.org/mcp",
"headers": {
"Authorization": "your-value"
}
}
}
}Authorization 机密 HTTP header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。
通过互联网连接,适用于
ClaudeGooseLM StudioMsty StudioCherry StudioCursorVS Code + GitHub CopilotVisual StudioWindsurf (Devin Desktop)ZedKiroClineContinueJetBrains AI AssistantClaude CodeCodex CLIGemini CLIOpenCodenodecodeWarpLibreChatOpen WebUIRaycast
工具名称和描述与服务器在 2026年11月10日 报告的完全一致。这些内容由作者撰写,不是我们写的;我们以纯文本形式显示。
r3_docs_listEvery R3 document this server can give you, IN READING ORDER, with what each one covers and how big it is. R3's documentation begins here: no model has R3 in its pretraining, and code written from tool descriptions alone saves cleanly and then silently does nothing. r3_docs_read
r3_docs_readReturn one R3 document in full, or one API symbol. Paths come from r3_docs_list: r3_docs_read("CODE_PATTERNS.md") how a Code component is written (reading order 1) r3_docs_read("PHYSICS_USAGE.md") colliders, rigid bodies, joints r3_docs_read("HOWTO_PHYSICS.md") one task step by s
r3_whoamiReport the R3 account you act for, how you are connected (an agent key, or an app connection made with Sign in with R3), what you are allowed to do, the account's plan (its name and how many live projects it allows and uses: going live needs one), and whether the R3 platform is r
r3_project_createCreate a new R3 project and save it to the user's account. Produces a complete, openable project — scene, world, camera, renderer, lighting, audio listener, music transport and OrbitControls (anyone who opens it can turn and zoom the view) — ready for components to be added. Pass
r3_project_listList the projects this R3 account can work on — its own and its teams' — last updated first, with the projectId every other project tool takes. It is how a project the user names ("my slot machine") rather than giving an id is found: search for it; its projectId is what r3_projec
r3_project_loadList the components in an existing R3 project — what it contains and, for each one, its entityRef: the name code addresses it by (`this['mesh_cube_1']`). Read this before writing any code for a project, and after any tool call whose outcome was reported as unknown, to see what ac
r3_preview_createCreate a shareable preview link for a saved R3 project, so a person can open it in a browser and see it running. The link is valid for 7 days and does NOT make the project public; making a new one is free. It is how the user sees what you built. Takes the projectId returned by r3
r3_preview_removeRemove the preview link of an R3 project: every preview link to it stops working at once (teammates' too). Only when the user asked for it, or when the preview link is what blocks an r3_project_delete the user asked for: a preview link is temporary, so it may then be removed with
r3_publish_livePublish an R3 project live: makes a RELEASE (a frozen copy) of the project as it is now and makes it the one its public live URL shows, for anyone. Only when the user asked for it. Changing the project does NOT change the live site; r3_publish_live does: on a project that is alre
r3_unpublish_liveTake a live R3 project offline: its public live URL stops working at once, and the live-project slot it used on the plan is free again. Only when the user asked for it. Other people open a live project, so one that blocks an r3_project_delete goes offline only once the user has b
r3_release_listList the releases of an R3 project, newest first: number, date, who made it, note, size, which one is LIVE (what the public URL shows), pinned, and releases in the trash (restorable for 7 days). Also says whether the project has saved changes that are not live yet: saving does NO
r3_release_rollbackMake an earlier release of a live R3 project the one its public URL shows again (rollback, or forward again). Only when the user asked for it. The project must be live; this never uses a plan slot. A release in the trash or one marked incomplete is refused. Nothing is deleted: th
r3_publish_settings_readRead the publish settings of one of the user's own R3 projects in this environment — what the app's Deploy → Settings shows: Works on (keyboard / touch / both / not tested), the SEO title and description that search engines and link previews show, how the live page starts (Start
r3_publish_settings_setChange publish settings of one of the user's own R3 projects in this environment — the app's Deploy → Settings. Only the settings named change (the rest stay as they are). Only when the user asked for it, or approved the text: these settings shape the PUBLIC live page — its title
r3_project_renameRename a project: the name shown in the user's project list, the editor's title and the live page. The same change as clicking the title in the R3 editor, kept at once in the project's live copy (every open R3 tab shows it). The public address does not change: a preview or live l
r3_project_remixRemix a project: copy the published release of a project into a NEW private project in this account. The source is a Community or live project whose author allowed remixes (for now R3's own starters and showcase projects), or one of the account's own. The files it uses are copied
r3_project_deletePermanently delete an R3 project. With the project:delete:created right (on by default), only a project YOU created (this agent key or app connection) — use it to clean up your own abandoned attempts; the user's own projects and other agents' are refused. With project:delete:owne
r3_factory_listList the R3 factories available to r3_factory_run, with each one's options, types and defaults. A factory builds a complete, correctly-wired object — a cube is a mesh plus geometry plus material plus colour, already connected. Call this before r3_factory_run if you are unsure of
r3_factory_runAdd an object to an existing R3 project — a cube, sphere, terrain, lighting, a physics body, and so on. Each factory builds a complete, correctly-wired object (mesh + geometry + material + colour, already connected), so you never assemble components by hand. Kept at once in the p
r3_code_writeAdd or replace a Code component: JavaScript a project runs. It runs on ONE event you choose (`event`): RENDER_BEFORE (default) every frame, for movement (held keys: this.keysPressed); KEY_DOWN / KEY_UP once per press / release; MOUSE_CLICK, SWIPE, MUSIC_BEAT, PHYSICS_COLLISION on
r3_code_readRead back what a Code component actually contains — its full JavaScript source and the event it runs on. r3_code_write reports what it wrote; this reports what is there. Use it before replacing a script, so an edit builds on the real source instead of overwriting it blind, and af
r3_help_writeSet the instructions that ship WITH a project — controls, what to press, what it does. R3 renders them in a modal behind a floating "?" button and the H key, in the editor and in the live portal alike, so whoever opens your preview link can read them. This is the built-in surface
r3_component_setSet one or more properties on a component that already exists in a project — a material's roughness, a mesh's position, which material a mesh uses. Kept at once in the project's live copy: every R3 tab with the project open shows it now, no editor needed and nothing to save (r3_e
r3_component_readRead back what components actually hold — a material's colour and roughness, a mesh's position, which material it uses. r3_project_load gives you the names; this gives you the values behind them. Pass SEVERAL entityRefs in one call — telling six similarly-named materials apart is
r3_terrain_heightHow high the ground of a heightfield terrain is at the world (x, z) positions you ask, exactly as physics and the drawn terrain have it, plus the terrain's lowest and highest point, centre, size and footprint. Use it to place something ON a terrain: an object stands on the ground
r3_component_boundsThe size and place of meshes and imported models, in R3 units (metres): the world-space box around each (min, max, size, centre), the mesh's scale, rotation and parents applied. Name a Mesh, or the root Empty of a Blender model (r3_blender_import makes one, named " _root"), and t
r3_component_addAdd one component of ANY registered type — a collider, a rigid body, a joint, a light, a material, a geometry … — to a saved R3 project, with its values and references set before it is created. Kept at once in the project's live copy: every R3 tab with the project open shows it n
r3_editor_openOpen a project in the R3 editor the user has open in their browser (their most recently used R3 tab) and focus it, so they see it. A project already open there is just focused (never reloaded). It is how the user gets to see the project you are working on, and how a tab gets the
r3_editor_inspectRead what components hold RIGHT NOW in an R3 tab that has the project open: runtime values included — a moving body's position while the project runs. Use it to debug live behaviour. It needs a tab with the project open (r3_editor_open opens one). r3_component_read reads the kept
r3_editor_setThe same tool as r3_component_set (this is its older name): change properties of a component, kept at once in the project's live copy: every R3 tab with the project open shows it now, no editor needed and nothing to save. Name the component with componentId or entityRef. `values`
r3_editor_codeThe same tool as r3_code_write (this is its older name): replace a Code component's code, kept at once in the project's live copy: every R3 tab with the project open runs the new code now, no editor needed and nothing to save. Name it with componentId or entityRef and pass baseVe
r3_editor_createThe same tool as r3_factory_run (this is its older name): add an object — a cube, sphere, light, physics body … — kept at once in the project's live copy: every R3 tab with the project open shows it now, no editor needed and nothing to save. r3_factory_list lists the factories an
r3_editor_add_componentThe same tool as r3_component_add (this is its older name): add one component of ANY registered type — a collider, a rigid body, a joint, a light, a material, a geometry … — with its values and references set before it is created, kept at once in the project's live copy: every R3
r3_editor_deleteDelete components from the project the user has OPEN in their R3 editor, exactly as the editor's delete dialog asks it — in TWO calls. First call WITHOUT `confirm`: it returns the plan and changes nothing — the selected components, what only they use (their geometry, material, co
r3_editor_undoUndo the last change YOU (this agent key or app connection) made to a project: everything one of your tool calls changed is undone together, and the user sees it at once in any R3 tab that has the project open. Use it when your own change was wrong or the user asks you to take it
r3_release_restorePut a project's working copy back the way one of its releases (saved versions) had it: components added since are removed, removed ones come back, values and scripts go back to that version (each script as a new version on top of the current one), and the name. The user sees it a
r3_editor_runPress the Run buttons of the user's open R3 editor: start physics, code, audio and music (all of them, or the ones named in `systems`), exactly as the user's own click does — a paused simulation resumes. Use it to TEST what you built: run it, then look with r3_editor_capture and
r3_editor_stopPress the Stop buttons of the user's open R3 editor: stop physics, code, audio and music (all of them, or the ones named in `systems`), exactly as the user's own click does. Stopping physics puts every body back where it was placed. It stops every project open in that tab. Change
r3_editor_captureCapture the canvas of a project open in the user's R3 editor — the scene as it looks NOW, running physics included — and LOOK at it: the answer is an image. Call it after a visual change (r3_editor_set, r3_editor_create, r3_editor_code …) to check what you built, and after r3_edi
r3_editor_set_preview_imageUse what the project's camera shows NOW, in the user's open R3 editor, as the project's share image: the picture its live page, link previews (social cards) and the showcase show, used when the project is next published (r3_publish_live, or Publish update in the editor). The edit
r3_entity_listList this R3 account's entity templates: reusable bundles (a ship, a lamp post) saved from an Entity in a project, each with its current version and member count. community: true lists everyone's public templates instead. r3_entity_read shows one template's members and versions;
r3_entity_readRead one entity template (this account's, or a public one): its current version, the members of the version read (type, name, entityRef; value components such as positions and colours are counted, they belong to their member), the shared code modules it imports, and its recent ve
r3_entity_save_templateSave an Entity of a project as an entity template version: its members (the components bound to it, with the positions, rotations and colours they hold). Without templateId it updates the template the Entity was imported from (or makes a new one, under the Entity's id); asNew: tr
r3_entity_importPut a copy of an entity template (this account's, or a public one) into a project: every member with fresh ids, its positions and colours as saved, bound to a new Entity that starts DORMANT (started: false: its code, sounds and physics wait until r3_component_set sets started: tr
r3_entity_updateBring the copies of an entity template in this account's projects up to its newest version. Without reportId it only reports, per project: what the template changed that the project did not (taken), what the project changed itself (kept, e.g. a moved ship keeps its position), scr
r3_entity_assignPut many components of a project into one Entity in a single change, instead of r3_component_set {"entity": …} once per component. Name them in members (entityRefs or ids), or let match find them ({"prefix": "ship1_"} on the entityRef, {"type": "Mesh"}, or both). Each one's value
r3_component_renameRename a component: its entityRef, the name scripts address it by (this['name'] / this.name), and its display name when that is where the entityRef came from. Name it by entityRef or componentId. Without planId it only PLANS and changes nothing: it checks the new name (refused: n
r3_module_listList this R3 account's shared code modules: named pieces of script stored once (e.g. "ship-core") that any Code component in any project imports with `const core = this.import('ship-core')`. Each with its latest version. r3_module_read shows one's code; r3_module_write creates or
r3_module_readRead one shared code module: its code, its version (the baseVersion r3_module_write needs), the latest version, its notes, and how many of this account's projects use it. Your own module by name; someone else's PUBLIC module by moduleId. version reads an older version. A long mod
r3_module_writeCreate a shared code module (baseVersion 0) or write its next version (baseVersion = the version you read). The code is a FUNCTION BODY that returns the exports, e.g. `return { createShip(host, config) { … return {start, update, dispose, api}; } };`. It runs once per run with `th
r3_module_usageWhich of this account's projects (and entity templates) import one of your code modules: per project the scripts that import it, the version it runs, and whether that version is pinned or follows the latest. Projects of other accounts that import a public module of yours are only
r3_module_pinChoose which version of a shared code module ONE project runs: version n pins it (the project keeps that version when the module changes), version null follows the latest again. moduleId names someone else's PUBLIC module (it is then the project's module of that name). The pin li
r3_blender_listList the Blender models this R3 account has uploaded — one per .blend file name, the current version of each — with what it will produce: how many Blender objects land in the scene, how many meshes and materials, its screenshot, and any PENDING update (a re-upload that changes me
r3_blender_importAdd a Blender model the account has uploaded (its current version) to an existing R3 project — the whole model, or only the meshes you name. Every Blender mesh object becomes an R3 Mesh keeping its own position, rotation, scale and origin, with its geometry, materials and texture
r3_blender_updateA re-uploaded Blender model is always its latest version; the user's projects keep the meshes they have until asked. This tool asks and answers that one question: choice update_projects without reportId shows which projects and entity templates use an older version (or an earlier
r3_blender_copiesDoes this project hold the same Blender model more than once (two whole imports side by side)? Answers "N copies of : … Keep one?" with each copy (its Entity, entityRef, part count) and its delete plan. It changes nothing: which copy stays is the user's choice, and the other is r
r3_blender_uploadSave a .blend you made or changed (in Blender, through a Blender MCP) as the newest version of one of the user's Blender models: the model is named by the file name, so "monster-truck.blend" adds a version to the user's monster-truck model, or makes the model. A tool argument can
r3_blender_downloadGet a .blend of one of the user's OWN Blender models (from r3_blender_list) to open in Blender: the current version, or the version fileId names. Answers a one-time download ticket (5 minutes) and the download endpoint (URL, method, Authorization header); the response body is the
r3_blender_draft_pushWhile you build a model in Blender for the user, push an APPLIED copy of your working .blend after each step (body done, wheels done, materials done): the user's Blender page shows it as a 3D preview they can orbit. A draft is not a saved version: one draft per user, the newest w
r3_image_listList the images this R3 account owns, with the URL to use for each one. That URL is exactly what R3ComponentTexture.url takes, so this is how you find the account's own artwork — a wood grain, a logo, a skybox — and then point a texture at it with r3_component_set. Search by name
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11日
注册中心没有列出源代码仓库,因此无法将发布者(r3js.org)与代码对应起来
我们还没有从 GitHub 读取这个仓库
我们还没有从 GitHub 读取这个仓库
在 1413 毫秒内响应(HTTP 200)
无需登录
已读取 60 个工具描述,未发现针对 AI 的隐藏指令
提问、分享技巧或报告无法使用。按“有帮助”数量排序。
还没有评价
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 3 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:Authorization
它在作者的云端运行。通过互联网连接,无需安装,但你发送的内容会经过作者的服务器。
GitHub 仓库最后更新于–,最新版本(3.183.0)于今天进入注册中心。
支持 MCP 的应用,例如 Claude Desktop、Claude Code、Cursor 和 VS Code。它通过 URL 连接,因此也能用于支持远程 MCP 的应用,例如 ChatGPT Business 及以上方案。
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.
仓库中没有找到 README