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Pascal 3D Editor

作者:pascalorg版本 1.0.6i★ –i电脑或云端
注册名称app.pascal/editor

安装

概览

作者提供的说明(英文原文)

Create, inspect, validate, and save editable 3D building scenes with Pascal's MCP server.

PopNx MCP 的三大支柱

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。

它能帮你做什么

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。

安装

选择你使用的 AI 应用,然后复制设置。

安装之前

你需要

  • 在云端运行无需安装任何东西,通过互联网连接
  • npm已安装 Node.js(用于 npx 命令)

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 …”。

适用于网页版、桌面版和手机版 Claude:

  1. 打开 Settings → Connectors
  2. 点击 Add custom connector
  3. 粘贴下面的地址,然后点击 Add
  4. 如果要求登录,请登录作者的服务
SettingsConnectors1+ Add2https://…3
https://editor.pascal.app/api/mcp

或者在你的电脑上运行

打开 Claude Desktop → Settings → Developer → Edit Config,把下面的内容粘贴到 claude_desktop_config.json

{
  "mcpServers": {
    "editor": {
      "command": "npx",
      "args": [
        "-y",
        "@pascal-app/mcp"
      ]
    }
  }
}

在终端中运行这条命令

claude mcp add --transport http editor https://editor.pascal.app/api/mcp

或者在你的电脑上运行

claude mcp add editor -- npx -y @pascal-app/mcp

在 Cursor 中打开

或者自己复制设置

粘贴到项目中的 .cursor/mcp.json,或 ~/.cursor/mcp.json

{
  "mcpServers": {
    "editor": {
      "url": "https://editor.pascal.app/api/mcp"
    }
  }
}

或者在你的电脑上运行

在 Cursor 中打开

或者自己复制设置

粘贴到项目中的 .cursor/mcp.json,或 ~/.cursor/mcp.json

{
  "mcpServers": {
    "editor": {
      "command": "npx",
      "args": [
        "-y",
        "@pascal-app/mcp"
      ]
    }
  }
}

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。

在 VS Code 中打开

或者自己复制设置

粘贴到项目中的 .vscode/mcp.json

{
  "servers": {
    "editor": {
      "type": "http",
      "url": "https://editor.pascal.app/api/mcp"
    }
  }
}

或者在你的电脑上运行

在 VS Code 中打开

或者自己复制设置

粘贴到项目中的 .vscode/mcp.json

{
  "servers": {
    "editor": {
      "type": "stdio",
      "command": "npx",
      "args": [
        "-y",
        "@pascal-app/mcp"
      ]
    }
  }
}

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。

ChatGPT 只能连接互联网上的服务器:

  1. 打开网页版 ChatGPT → Settings → Connectors (Apps)
  2. 点击 Create 或 Add(部分套餐需要先在 Advanced 中开启 Developer mode)
  3. 粘贴下面的地址,起个名字,然后保存
  4. 如果要求登录,请登录作者的服务
SettingsConnectors1+ Create2https://…3
https://editor.pascal.app/api/mcp

菜单名称可能因套餐和版本不同而略有差异。

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。

它能做什么

我们还没有读取这个服务器的工具列表;我们会轮流检查各个端点。

基础检查i

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6日

  • ✓ 通过

    作者与仓库一致

    注册名称已通过域名 pascal.app 验证(注册中心会核实域名所有权)

  • … 尚未检查

    仍在维护

    我们还没有从 GitHub 读取这个仓库

  • … 尚未检查

    有许可证

    我们还没有从 GitHub 读取这个仓库

  • … 尚未检查

    端点有响应

    尚未检查;我们会轮流检查各个端点

  • … 尚未检查

    使用 OAuth 登录

    尚未检查;我们会轮流检查各个端点

  • … 尚未检查

    工具描述中没有隐藏指令

    尚未检查;我们会在检查端点时读取工具列表

与“设计、图片与音频”中的其他服务器比较i

  • 星标数多于此分类中其他 2162 个服务器的 0%
  • 发布到注册中心的时间比此分类中其他 2162 个服务器的 70% 更新
  • 基础检查结果等于或优于此分类中其他 2162 个服务器的 100%

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。

常见问题

Pascal 3D Editor 安全吗?

它在 1 项适用的基础检查中通过了 1 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。

它需要哪些密钥或代码?

注册中心没有列出必需的密钥,不过有些服务器会在首次使用时要求你登录。

它在我的电脑上运行还是在云端?

两种方式都可以:安装在你的电脑上,或者连接云端版本。

它还在维护吗?

GitHub 仓库最后更新于–,最新版本(1.0.6)于14天前进入注册中心。

哪些应用可以使用它?

支持 MCP 的应用,例如 Claude Desktop、Claude Code、Cursor 和 VS Code。它通过 URL 连接,所以接受远程 MCP 服务器的应用也可以使用,例如开启开发者模式的 ChatGPT。

有什么可以替代它?

同一分类中有:Figma Context MCP, Claude Real Video, Figma MCP Server

替代选择

同一分类中其他作者的服务器,按星标数排序。

如何看卡片:★ 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

Figma Context MCP

作者:GLips

Give your coding agent access to your Figma data. Implement designs in any framework in one-shot.

在你的电脑上运行★ 16,165MIT5个月前更新
安装

Claude Real Video

作者:HUANGCHIHHUNGLeo

Let any LLM watch a video locally — and search everything it has ever watched.

在你的电脑上运行★ 2,284MIT2个月前更新
安装

Figma MCP Server

作者:figma

The Figma MCP server brings Figma design context directly into your AI workflow.

在云端运行★ 2,15213个月前更新
安装

作者的 README

打开 README

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。

@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 .artifacts/ 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:

  1. Open or create a scene in the editor so it is saved in the local database.
  2. Load that scene through MCP with load_scene.
  3. Run MCP mutation tools such as create_room, add_door, furnish_room, add_wall, place_items, or set_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](./examples/coordinate-conventions-demo.js

只显示了开头部分;其余内容请在仓库中阅读

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