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
> **Scope:** A standalone r3f component library that renders
> [bgm](../bgm/format.md) board games: a state store, surface mounting, part
> placement with stacking, and per-part meshes. Design:
> [`../bgm/tabletop.md`](../bgm/tabletop.md).
> **Status:** items 18 implemented and the full tabletop scene is wired into
> the web app's setup detail route (`/bgm/:id/setups/:type/:setup`). The
> part-inspection route renders `PartView` from the library.
## Goal
A library (new `packages/tabletop`) that takes a bgm package and renders it as
an interactive 3D table: enabled surfaces mounted in world/HUD space, parts
placed on their routes, stacked per the format's stacking strategy. The web
app's bgm inspector routes are one consumer; the library must not depend on the
web app.
## Stack
`react`, `react-router` (types only), `tailwind` (styles only), `r3f`
(`@react-three/fiber`), `drei`, `postprocessing`, `zustand`, `three`,
`@tts/bgm` (types), `@tts/mesh` (geometry).
## Package layout
```
packages/tabletop/
package.json # @tts/tabletop
tsconfig.json
vitest.config.ts
src/
index.ts # public exports
state.ts # zustand store + derived render state
setup.ts # SetupLoader: seed state from a setup
mount.ts # resolve surface mount tree (table/hud/child)
stacking.ts # useStacking hook
placement.ts # PartPlacement
partView.tsx # PartView: mesh from a part definition
surfaces/
WorldSurfaceView.tsx
HudSurfaceView.tsx
*.test.ts # colocated unit tests
```
## Work items
### 1. Package scaffold ✅
- New `packages/tabletop` workspace package (`pnpm-workspace.yaml` already
globs `packages/*`).
- Deps: `@tts/bgm`, `@tts/mesh`, `three`, `@react-three/fiber`, `@react-three/drei`,
`@react-three/postprocessing`, `zustand`. Dev: `vitest`, `typescript`,
`@types/three`.
- `tsconfig.json` mirroring `packages/bgm`'s (strict, ESM, `dist` output).
### 2. Part meshes + export + web integration ✅
First deliverable: `PartView` renders a single part's mesh from its definition,
reusing `@tts/mesh` geometry (not the web app's viewers). This is the smallest
useful slice and unblocks the web app's part inspection route immediately.
- `PartView` (`partView.tsx`): creates a mesh from a `Part` definition:
- `size` → world dimensions; `fillet` → corner radius.
- `face`/`faceCrop`/`back`/`backCrop` → textures (drei `useTexture`), sprite
UVs from `faceCrop`/`backCrop` (a `[col,row,cols,rows]` grid cell).
- `shape` → traced silhouette (via the proxy `/trace`, like the web token
viewer) or a fallback rect/rounded-rect.
- `extrudeShapeParts` from `@tts/mesh` for the mesh.
- Shared geometry/material caching (module-level `Map`s) so repeated parts
reuse buffers, mirroring the web viewers' `sharedResources`.
- Export `PartView` from `index.ts`.
- **Web integration**: replace the web app's part inspection route
(`/bgm/:id/parts/:type/:part`) to render `PartView` from the library, proving
it end-to-end.
### 3. State store (`state.ts`) ✅
Source-of-truth game state per `../bgm/tabletop.md` §2:
```ts
interface GameState {
surfaces: Record<string, boolean>; // enabled per surface id
parts: Record<string, PartState>; // part id -> placement state
}
interface PartState {
path: string; // the path key this part is on
index: number; // the part's position in its path's stack
facing: 'face' | 'back' | 'standing'; // how the part is oriented on the board
}
```
- A zustand store holding `GameState`.
- **Derived render state**: `game state + surface routes => map of piece id to
`{ surface, route, candidate, index, stackSize, face }``, per enabled surface.
Computed with a selector/memo so the render list is stable. A path's ordered
children (for stacking) are derived from the parts map by sorting on `index`.
- **Assumption**: each piece id is unique on the board (documented in
`../bgm/tabletop.md`); the render map is keyed by piece id.
### 4. Setup seeding (`setup.ts`) ✅
- `SetupLoader`: side-effect-only component that seeds the store from a
`Setup` — enables its `surfaces` (or all when omitted) and applies its
ordered `setup` placements (each moves its `parts` to a `path`).
- `setup` value expansion: a bare `type` (no id) expands to all parts of that
type (documented in `../bgm/format.md` §3; the loader doesn't do this — it's a
game-state init concern, so it lives here).
### 5. Surface mounting (`mount.ts`) ✅
- Resolve the surface mount tree from `Surface.mount` + `Surface.children`:
- `kind: table` — root, world space.
- `kind: hud` — HUD area (`mount.area`).
- `kind: child` — mounted relative to a parent that lists it in `children`.
- `WorldSurfaceView` / `HudSurfaceView` mount an enabled surface; a disabled
surface isn't rendered. Child surfaces mount relative to their parent's
anchor (`x`/`y`/`rotation`).
### 6. Part placement (`placement.ts`) ✅
- `PartPlacement`: stable per-part component that positions a part on a surface
location from the derived render state (route anchor + candidate anchor).
- Applies the route's stacking strategy via `useStacking`.
### 7. Stacking (`stacking.ts`) ✅
- `useStacking(route.stacking, index, stackSize)` → `{ x, y, rotation, z, tilt }`.
- Implements the format's positioning process (`../bgm/format.md` §4): step
length from curve length / `max(steps, count-1)`, alignment (`start`/`end`/
`center`), and `limit` (`0` all, `n` first n, `-n` last n).
- `z` ramps linearly from `zStart` to `zEnd` across the curve's span; `tilt`
rotates each shown part about its local Y (long) axis.
- Curve length from an SVG path string (small helper; no new dep).
### 8. Public API (`index.ts`) ✅
Export `SetupLoader`, `WorldSurfaceView`, `HudSurfaceView`, `PartPlacement`,
`PartView`, `useStacking`, and the store hooks. The web app consumes these; the
library never imports from `apps/*`.
## Reuse from `@tts/mesh`
- `extrudeShapeParts` / `extrudeShape` — front/back/walls geometry.
- `rectShape`, `roundedRectShape`, `circleShape`, `polygonShape`, `hexShape`,
`frameShape`, `scaleShape` — shape generators for parts without a `shape`
sprite.
- `shapeFromThree` — author shapes with the three.js path API.
- `ExtrudedGeometry` / `UVBounds` — raw typed arrays + UV framing.
The web viewers (`TokenViewer`/`CardViewer`) contain logic we'll mirror rather
than import: trace-to-shape conversion, sprite UV math, texture flipping. These
are candidates to lift into `@tts/mesh` or `@tts/tabletop` later so both
consumers share them (see Open decisions).
## Testing
- `state.ts` — derived render state: enabled surfaces, route matching,
candidate selection, stacking index/stackSize.
- `stacking.ts` — positioning process: step length, alignment, limit, z ramp,
tilt.
- `setup.ts` — seeding + bare-type expansion.
- `mount.ts` — mount tree resolution (table/hud/child, children refs).
- `partView.tsx` — geometry from a part def (size/fillet/crop), sprite UVs.
- A real `vite build` integration test (mirroring `packages/bgm/src/vite.test.ts`)
proving the library bundles against a fixture package.
## Validation
- `pnpm --filter @tts/tabletop build` / `typecheck` / `test`.
- Root `pnpm test` stays green.
- `pnpm --filter @tts/web build` — the part inspection route renders `PartView`
from the library (work item 2), proving it end-to-end.
## Commands (not yet implemented)
Scripted interaction is designed in [`../bgm/commands.md`](../bgm/commands.md):
async commands with `ok`/`cancel`/`error` results, per-invocation run
contexts, fire-and-forget vs self-managed waiting, and tap interaction with
part-local trigger points. Implementation order: types + run-context manager,
tap detection, then the first commands (`wait: tap`, `focus`).
## Open decisions (defaults in bold)
- **Where the trace/sprite helpers live** — **lift into `@tts/mesh`** (shared
by web viewers + tabletop) vs duplicate in `@tts/tabletop`. Lifting is
cleaner but touches the web viewers; decide when `PartView` (work item 2)
needs them.
- **HUD rendering** — **drei `Html`/orthographic overlay** vs a second
`Canvas`. Default to an overlay so world + HUD share one scene.
- **Curve length** — **small internal SVG-path length helper** vs a dependency
(e.g. `svg-path-properties`). Prefer the helper to avoid a dep.