docs: reorganize docs into bgm and status folders
Group the bgm spec cluster under docs/bgm and move dev logs and plans under docs/status, add an overview index, and update cross-references in the docs, README, and source comments.
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# bgm-tabletop — Implementation Plan / Status
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> **Scope:** A standalone r3f component library that renders
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> [bgm](../bgm/format.md) board games: a state store, surface mounting, part
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> placement with stacking, and per-part meshes. Design:
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> [`../bgm/tabletop.md`](../bgm/tabletop.md).
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> **Status:** items 1–8 implemented and the full tabletop scene is wired into
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> the web app's setup detail route (`/bgm/:id/setups/:type/:setup`). The
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> part-inspection route renders `PartView` from the library.
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## Goal
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A library (new `packages/tabletop`) that takes a bgm package and renders it as
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an interactive 3D table: enabled surfaces mounted in world/HUD space, parts
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placed on their routes, stacked per the format's stacking strategy. The web
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app's bgm inspector routes are one consumer; the library must not depend on the
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web app.
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## Stack
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`react`, `react-router` (types only), `tailwind` (styles only), `r3f`
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(`@react-three/fiber`), `drei`, `postprocessing`, `zustand`, `three`,
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`@tts/bgm` (types), `@tts/mesh` (geometry).
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## Package layout
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```
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packages/tabletop/
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package.json # @tts/tabletop
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tsconfig.json
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vitest.config.ts
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src/
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index.ts # public exports
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state.ts # zustand store + derived render state
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setup.ts # SetupLoader: seed state from a setup
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mount.ts # resolve surface mount tree (table/hud/child)
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stacking.ts # useStacking hook
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placement.ts # PartPlacement
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partView.tsx # PartView: mesh from a part definition
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surfaces/
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WorldSurfaceView.tsx
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HudSurfaceView.tsx
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*.test.ts # colocated unit tests
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```
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## Work items
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### 1. Package scaffold ✅
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- New `packages/tabletop` workspace package (`pnpm-workspace.yaml` already
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globs `packages/*`).
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- Deps: `@tts/bgm`, `@tts/mesh`, `three`, `@react-three/fiber`, `@react-three/drei`,
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`@react-three/postprocessing`, `zustand`. Dev: `vitest`, `typescript`,
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`@types/three`.
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- `tsconfig.json` mirroring `packages/bgm`'s (strict, ESM, `dist` output).
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### 2. Part meshes + export + web integration ✅
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First deliverable: `PartView` renders a single part's mesh from its definition,
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reusing `@tts/mesh` geometry (not the web app's viewers). This is the smallest
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useful slice and unblocks the web app's part inspection route immediately.
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- `PartView` (`partView.tsx`): creates a mesh from a `Part` definition:
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- `size` → world dimensions; `fillet` → corner radius.
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- `face`/`faceCrop`/`back`/`backCrop` → textures (drei `useTexture`), sprite
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UVs from `faceCrop`/`backCrop` (a `[col,row,cols,rows]` grid cell).
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- `shape` → traced silhouette (via the proxy `/trace`, like the web token
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viewer) or a fallback rect/rounded-rect.
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- `extrudeShapeParts` from `@tts/mesh` for the mesh.
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- Shared geometry/material caching (module-level `Map`s) so repeated parts
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reuse buffers, mirroring the web viewers' `sharedResources`.
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- Export `PartView` from `index.ts`.
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- **Web integration**: replace the web app's part inspection route
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(`/bgm/:id/parts/:type/:part`) to render `PartView` from the library, proving
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it end-to-end.
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### 3. State store (`state.ts`) ✅
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Source-of-truth game state per `../bgm/tabletop.md` §2:
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```ts
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interface GameState {
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surfaces: Record<string, boolean>; // enabled per surface id
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parts: Record<string, PartState>; // part id -> placement state
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}
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interface PartState {
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path: string; // the path key this part is on
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index: number; // the part's position in its path's stack
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facing: 'face' | 'back' | 'standing'; // how the part is oriented on the board
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}
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```
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- A zustand store holding `GameState`.
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- **Derived render state**: `game state + surface routes => map of piece id to
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`{ surface, route, candidate, index, stackSize, face }``, per enabled surface.
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Computed with a selector/memo so the render list is stable. A path's ordered
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children (for stacking) are derived from the parts map by sorting on `index`.
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- **Assumption**: each piece id is unique on the board (documented in
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`../bgm/tabletop.md`); the render map is keyed by piece id.
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### 4. Setup seeding (`setup.ts`) ✅
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- `SetupLoader`: side-effect-only component that seeds the store from a
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`Setup` — enables its `surfaces` (or all when omitted) and applies its
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ordered `setup` placements (each moves its `parts` to a `path`).
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- `setup` value expansion: a bare `type` (no id) expands to all parts of that
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type (documented in `../bgm/format.md` §3; the loader doesn't do this — it's a
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game-state init concern, so it lives here).
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### 5. Surface mounting (`mount.ts`) ✅
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- Resolve the surface mount tree from `Surface.mount` + `Surface.children`:
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- `kind: table` — root, world space.
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- `kind: hud` — HUD area (`mount.area`).
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- `kind: child` — mounted relative to a parent that lists it in `children`.
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- `WorldSurfaceView` / `HudSurfaceView` mount an enabled surface; a disabled
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surface isn't rendered. Child surfaces mount relative to their parent's
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anchor (`x`/`y`/`rotation`).
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### 6. Part placement (`placement.ts`) ✅
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- `PartPlacement`: stable per-part component that positions a part on a surface
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location from the derived render state (route anchor + candidate anchor).
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- Applies the route's stacking strategy via `useStacking`.
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### 7. Stacking (`stacking.ts`) ✅
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- `useStacking(route.stacking, index, stackSize)` → `{ x, y, rotation, z, tilt }`.
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- Implements the format's positioning process (`../bgm/format.md` §4): step
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length from curve length / `max(steps, count-1)`, alignment (`start`/`end`/
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`center`), and `limit` (`0` all, `n` first n, `-n` last n).
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- `z` ramps linearly from `zStart` to `zEnd` across the curve's span; `tilt`
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rotates each shown part about its local Y (long) axis.
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- Curve length from an SVG path string (small helper; no new dep).
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### 8. Public API (`index.ts`) ✅
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Export `SetupLoader`, `WorldSurfaceView`, `HudSurfaceView`, `PartPlacement`,
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`PartView`, `useStacking`, and the store hooks. The web app consumes these; the
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library never imports from `apps/*`.
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## Reuse from `@tts/mesh`
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- `extrudeShapeParts` / `extrudeShape` — front/back/walls geometry.
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- `rectShape`, `roundedRectShape`, `circleShape`, `polygonShape`, `hexShape`,
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`frameShape`, `scaleShape` — shape generators for parts without a `shape`
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sprite.
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- `shapeFromThree` — author shapes with the three.js path API.
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- `ExtrudedGeometry` / `UVBounds` — raw typed arrays + UV framing.
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The web viewers (`TokenViewer`/`CardViewer`) contain logic we'll mirror rather
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than import: trace-to-shape conversion, sprite UV math, texture flipping. These
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are candidates to lift into `@tts/mesh` or `@tts/tabletop` later so both
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consumers share them (see Open decisions).
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## Testing
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- `state.ts` — derived render state: enabled surfaces, route matching,
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candidate selection, stacking index/stackSize.
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- `stacking.ts` — positioning process: step length, alignment, limit, z ramp,
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tilt.
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- `setup.ts` — seeding + bare-type expansion.
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- `mount.ts` — mount tree resolution (table/hud/child, children refs).
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- `partView.tsx` — geometry from a part def (size/fillet/crop), sprite UVs.
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- A real `vite build` integration test (mirroring `packages/bgm/src/vite.test.ts`)
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proving the library bundles against a fixture package.
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## Validation
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- `pnpm --filter @tts/tabletop build` / `typecheck` / `test`.
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- Root `pnpm test` stays green.
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- `pnpm --filter @tts/web build` — the part inspection route renders `PartView`
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from the library (work item 2), proving it end-to-end.
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## Commands (not yet implemented)
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Scripted interaction is designed in [`../bgm/commands.md`](../bgm/commands.md):
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async commands with `ok`/`cancel`/`error` results, per-invocation run
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contexts, fire-and-forget vs self-managed waiting, and tap interaction with
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part-local trigger points. Implementation order: types + run-context manager,
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tap detection, then the first commands (`wait: tap`, `focus`).
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## Open decisions (defaults in bold)
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- **Where the trace/sprite helpers live** — **lift into `@tts/mesh`** (shared
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by web viewers + tabletop) vs duplicate in `@tts/tabletop`. Lifting is
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cleaner but touches the web viewers; decide when `PartView` (work item 2)
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needs them.
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- **HUD rendering** — **drei `Html`/orthographic overlay** vs a second
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`Canvas`. Default to an overlay so world + HUD share one scene.
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- **Curve length** — **small internal SVG-path length helper** vs a dependency
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(e.g. `svg-path-properties`). Prefer the helper to avoid a dep.
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