Model part face in tabletop state

Replace the path->part-list store with a per-part map keyed by part id, so each placed part carries its path, stack index, and face. Derive each path's ordered children for stacking, and flip face-down parts in PartPlacement.
This commit is contained in:
2026-08-10 11:10:16 +08:00
parent 6502fdae4f
commit bc418b2c73
8 changed files with 170 additions and 69 deletions
+11 -4
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@@ -80,15 +80,22 @@ Source-of-truth game state per `bgm-tabletop.md` §2:
```ts ```ts
interface GameState { interface GameState {
surfaces: Record<string, boolean>; // enabled per surface id surfaces: Record<string, boolean>; // enabled per surface id
paths: Record<string, string[]>; // path -> part list 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
face: boolean; // whether the part's face is up
} }
``` ```
- A zustand store holding `GameState`. - A zustand store holding `GameState`.
- **Derived render state**: `game state + surface routes => map of piece id to - **Derived render state**: `game state + surface routes => map of piece id to
`{ surface, route, candidate, index, stackSize }``, per enabled surface. `{ surface, route, candidate, index, stackSize, face }``, per enabled surface.
Computed with a selector/memo so the render list is stable. Computed with a selector/memo so the render list is stable. A path's ordered
- **Assumption**: each piece id is unique within a path (documented in 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. `bgm-tabletop.md`); the render map is keyed by piece id.
### 4. Setup seeding (`setup.ts`) ✅ ### 4. Setup seeding (`setup.ts`) ✅
+10 -3
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@@ -15,18 +15,25 @@ source-of-truth game state:
```ts ```ts
{ {
surfaces: Record<string, boolean>, // enabled per surface id surfaces: Record<string, boolean>, // enabled per surface id
paths: Record<string, string[]>, // path -> part list 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
face: boolean, // whether the part's face is up
} }
``` ```
**assumption:** each piece on the board has a unique id, even tokens of the same type. so each entry in a path's list is a unique piece id, and a piece id never appears twice in the same path. this makes the render list keyed by piece id stable and unambiguous. **assumption:** each piece on the board has a unique id, even tokens of the same type. so a part id appears at most once, and a path's ordered children (for stacking) are derived from the map by sorting on `index`. this makes the render list keyed by piece id stable and unambiguous.
derived surface render state: game state + surface routes => map of piece id to `{ surface, route, candidate, index, stackSize }` for rendering on a surface. keys of this map makes a stable render list. derived surface render state: game state + surface routes => map of piece id to `{ surface, route, candidate, index, stackSize, face }` for rendering on a surface. keys of this map makes a stable render list.
- `route` - the matched route. - `route` - the matched route.
- `candidate` - the matched candidate for a `:param` route, carrying its anchor `x`/`y`/`rotation`. absent for routes without candidates. - `candidate` - the matched candidate for a `:param` route, carrying its anchor `x`/`y`/`rotation`. absent for routes without candidates.
- `index` - the piece's position in its path's stack. - `index` - the piece's position in its path's stack.
- `stackSize` - the number of pieces on the path. - `stackSize` - the number of pieces on the path.
- `face` - whether the piece's face is up.
the render map is per enabled surface: a piece may appear on more than one enabled surface (e.g. an expansion path and the main board), and each is rendered independently. the render map is per enabled surface: a piece may appear on more than one enabled surface (e.g. an expansion path and the main board), and each is rendered independently.
+1 -1
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@@ -24,7 +24,7 @@ export {
computeSurfacePlacements, computeSurfacePlacements,
placementKey, placementKey,
} from './state.js'; } from './state.js';
export type { GameState, Placement } from './state.js'; export type { GameState, Placement, PartState } from './state.js';
// Setup seeding. // Setup seeding.
export { SetupLoader, seedFromSetup, expandSetupValue } from './setup.js'; export { SetupLoader, seedFromSetup, expandSetupValue } from './setup.js';
+6 -3
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@@ -12,7 +12,7 @@ import { PartView } from './partView.js';
import { MM_TO_WORLD, DEG_TO_RAD } from './part.js'; import { MM_TO_WORLD, DEG_TO_RAD } from './part.js';
export function PartPlacement({ pkg, placement }: { pkg: Package; placement: Placement }) { export function PartPlacement({ pkg, placement }: { pkg: Package; placement: Placement }) {
const { route, candidate, piece, index, stackSize } = placement; const { route, candidate, piece, index, stackSize, face } = placement;
// `piece` is `package:type#id`; the parts map is keyed by `type#id`. // `piece` is `package:type#id`; the parts map is keyed by `type#id`.
const part = pkg.parts.get(piece.split(':').slice(1).join(':')); const part = pkg.parts.get(piece.split(':').slice(1).join(':'));
if (!part) return null; if (!part) return null;
@@ -36,9 +36,12 @@ export function PartPlacement({ pkg, placement }: { pkg: Package; placement: Pla
return ( return (
<group position={[anchorX, anchorZ, anchorY]} rotation={[0, anchorRotation, 0]}> <group position={[anchorX, anchorZ, anchorY]} rotation={[0, anchorRotation, 0]}>
{/* The part mesh extrudes along +Z; lay it flat so its face points up. */} {/* The part mesh extrudes along +Z; lay it flat so its face points up.
A face-down part is flipped over about its local X axis. */}
<group rotation={[-Math.PI / 2, tilt * DEG_TO_RAD, 0]}> <group rotation={[-Math.PI / 2, tilt * DEG_TO_RAD, 0]}>
<PartView part={part} baseUrl={part.baseUrl} /> <group rotation={!face ? [Math.PI, 0, 0] : [0, 0, 0]}>
<PartView part={part} baseUrl={part.baseUrl} />
</group>
</group> </group>
</group> </group>
); );
+1 -1
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@@ -44,7 +44,7 @@ describe('seedFromSetup', () => {
}; };
const state = seedFromSetup(pkg, setup); const state = seedFromSetup(pkg, setup);
expect(state.surfaces).toEqual({ 'board#harbor': true }); expect(state.surfaces).toEqual({ 'board#harbor': true });
expect(state.paths).toEqual({ '/deck': ['harbor:card#fleet'] }); expect(state.parts).toEqual({ 'harbor:card#fleet': { path: '/deck', index: 0, face: true } });
}); });
it('enables all surfaces when omitted', () => { it('enables all surfaces when omitted', () => {
+8 -5
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@@ -7,7 +7,7 @@
*/ */
import { useEffect } from 'react'; import { useEffect } from 'react';
import type { Package, Setup } from '@tts/bgm'; import type { Package, Setup } from '@tts/bgm';
import { useTabletopStore } from './state.js'; import { useTabletopStore, type PartState } from './state.js';
/** /**
* Expand a setup value into a list of part ids (`package:type#id`). A bare * Expand a setup value into a list of part ids (`package:type#id`). A bare
@@ -39,7 +39,7 @@ export function expandSetupValue(
/** Seed the store from a setup. Returns the resulting game state. */ /** Seed the store from a setup. Returns the resulting game state. */
export function seedFromSetup(pkg: Package, setup: Setup): { export function seedFromSetup(pkg: Package, setup: Setup): {
surfaces: Record<string, boolean>; surfaces: Record<string, boolean>;
paths: Record<string, string[]>; parts: Record<string, PartState>;
} { } {
const surfaces: Record<string, boolean> = {}; const surfaces: Record<string, boolean> = {};
if (setup.surfaces) { if (setup.surfaces) {
@@ -48,11 +48,14 @@ export function seedFromSetup(pkg: Package, setup: Setup): {
for (const key of pkg.surfaces.keys()) surfaces[key] = true; for (const key of pkg.surfaces.keys()) surfaces[key] = true;
} }
const paths: Record<string, string[]> = {}; const parts: Record<string, PartState> = {};
for (const [path, value] of Object.entries(setup.setup)) { for (const [path, value] of Object.entries(setup.setup)) {
paths[path] = expandSetupValue(pkg, value); const ids = expandSetupValue(pkg, value);
ids.forEach((id, index) => {
parts[id] = { path, index, face: true };
});
} }
return { surfaces, paths }; return { surfaces, parts };
} }
/** /**
+44 -32
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@@ -1,6 +1,12 @@
import { describe, expect, it } from 'vitest'; import { describe, expect, it } from 'vitest';
import type { Package, Surface } from '@tts/bgm'; import type { Package, Surface } from '@tts/bgm';
import { matchRoute, computeSurfacePlacements, computeRenderState, placementKey } from './state.js'; import {
matchRoute,
childrenByPath,
computeSurfacePlacements,
computeRenderState,
placementKey,
} from './state.js';
function makeSurface(overrides: Partial<Surface> = {}): Surface { function makeSurface(overrides: Partial<Surface> = {}): Surface {
return { return {
@@ -59,24 +65,39 @@ describe('matchRoute', () => {
}); });
}); });
describe('childrenByPath', () => {
it('groups parts by path, ordered by index', () => {
const parts = {
'harbor:card#a': { path: '/deck', index: 1, face: true },
'harbor:card#b': { path: '/deck', index: 0, face: false },
'harbor:card#c': { path: '/community/0', index: 0, face: true },
};
expect(childrenByPath(parts)).toEqual({
'/deck': ['harbor:card#b', 'harbor:card#a'],
'/community/0': ['harbor:card#c'],
});
});
});
describe('computeSurfacePlacements', () => { describe('computeSurfacePlacements', () => {
it('places parts on a matching route with index and stackSize', () => { it('places parts on a matching route with index, stackSize, and face', () => {
const surface = makeSurface({ const surface = makeSurface({
layout: [{ route: '/deck', x: -100, y: 0, rotation: 0 }], layout: [{ route: '/deck', x: -100, y: 0, rotation: 0 }],
}); });
const placements = computeSurfacePlacements(surface, { const placements = computeSurfacePlacements(surface, {
'/deck': ['harbor:card#a', 'harbor:card#b'], 'harbor:card#a': { path: '/deck', index: 0, face: true },
'harbor:card#b': { path: '/deck', index: 1, face: false },
}); });
expect(placements).toHaveLength(2); expect(placements).toHaveLength(2);
expect(placements[0]).toMatchObject({ piece: 'harbor:card#a', index: 0, stackSize: 2 }); expect(placements[0]).toMatchObject({ piece: 'harbor:card#a', index: 0, stackSize: 2, face: true });
expect(placements[1]).toMatchObject({ piece: 'harbor:card#b', index: 1, stackSize: 2 }); expect(placements[1]).toMatchObject({ piece: 'harbor:card#b', index: 1, stackSize: 2, face: false });
}); });
it('drops parts with no matching route', () => { it('drops parts with no matching route', () => {
const surface = makeSurface({ layout: [{ route: '/deck', x: 0, y: 0, rotation: 0 }] }); const surface = makeSurface({ layout: [{ route: '/deck', x: 0, y: 0, rotation: 0 }] });
const placements = computeSurfacePlacements(surface, { const placements = computeSurfacePlacements(surface, {
'/deck': ['harbor:card#a'], 'harbor:card#a': { path: '/deck', index: 0, face: true },
'/elsewhere': ['harbor:card#b'], 'harbor:card#b': { path: '/elsewhere', index: 0, face: true },
}); });
expect(placements).toHaveLength(1); expect(placements).toHaveLength(1);
expect(placements[0]!.piece).toBe('harbor:card#a'); expect(placements[0]!.piece).toBe('harbor:card#a');
@@ -94,7 +115,9 @@ describe('computeSurfacePlacements', () => {
}, },
], ],
}); });
const placements = computeSurfacePlacements(surface, { '/dock/0': ['harbor:boat#fleet'] }); const placements = computeSurfacePlacements(surface, {
'harbor:boat#fleet': { path: '/dock/0', index: 0, face: true },
});
expect(placements[0]!.candidate).toEqual({ seat: '0', x: 40, y: 5, rotation: 1 }); expect(placements[0]!.candidate).toEqual({ seat: '0', x: 40, y: 5, rotation: 1 });
}); });
@@ -110,29 +133,21 @@ describe('computeSurfacePlacements', () => {
}, },
], ],
}); });
const placements = computeSurfacePlacements(surface, { '/dock/0': ['harbor:boat#fleet'] }); const placements = computeSurfacePlacements(surface, {
'harbor:boat#fleet': { path: '/dock/0', index: 0, face: true },
});
expect(placements[0]!.candidate).toEqual({ seat: '0', x: 40, y: 5, stacking: { tilt: 2 } }); expect(placements[0]!.candidate).toEqual({ seat: '0', x: 40, y: 5, stacking: { tilt: 2 } });
}); });
it('keeps the same piece on two paths as distinct placements', () => { it('orders a path by index regardless of insertion order', () => {
const surface = makeSurface({ const surface = makeSurface({
layout: [ layout: [{ route: '/deck', x: 0, y: 0, rotation: 0 }],
{ route: '/deck', x: 0, y: 0, rotation: 0 },
{ route: '/community/:slot', x: 0, y: 0, rotation: 0 },
],
}); });
// The deck expands to every card (including `as`); the flop also places `as`.
const placements = computeSurfacePlacements(surface, { const placements = computeSurfacePlacements(surface, {
'/deck': ['poker:card#as', 'poker:card#kh'], 'harbor:card#b': { path: '/deck', index: 1, face: true },
'/community/0': ['poker:card#as'], 'harbor:card#a': { path: '/deck', index: 0, face: true },
}); });
expect(placements).toHaveLength(3); expect(placements.map((p) => p.piece)).toEqual(['harbor:card#a', 'harbor:card#b']);
const deck = placements.filter((p) => p.path === '/deck');
const flop = placements.filter((p) => p.path === '/community/0');
expect(deck).toHaveLength(2);
expect(flop).toHaveLength(1);
// The same piece on two paths yields distinct placement keys.
expect(placementKey(deck[0]!)).not.toBe(placementKey(flop[0]!));
}); });
}); });
@@ -140,7 +155,7 @@ describe('computeRenderState', () => {
it('only includes enabled surfaces', () => { it('only includes enabled surfaces', () => {
const state = { const state = {
surfaces: { 'board#harbor': true, 'hud#hand': false }, surfaces: { 'board#harbor': true, 'hud#hand': false },
paths: { '/deck': ['harbor:card#a'] }, parts: { 'harbor:card#a': { path: '/deck', index: 0, face: true } },
}; };
pkg.surfaces.set( pkg.surfaces.set(
'board#harbor', 'board#harbor',
@@ -153,14 +168,11 @@ describe('computeRenderState', () => {
}); });
describe('placementKey', () => { describe('placementKey', () => {
it('is unique per surface, path, and piece', () => { it('is unique per surface and piece', () => {
const a = { surface: 'board#harbor', path: '/deck', piece: 'harbor:card#a' } as never; const a = { surface: 'board#harbor', piece: 'harbor:card#a' } as never;
const b = { surface: 'board#harbor', path: '/deck', piece: 'harbor:card#b' } as never; const b = { surface: 'board#harbor', piece: 'harbor:card#b' } as never;
const c = { surface: 'hud#hand', path: '/deck', piece: 'harbor:card#a' } as never; const c = { surface: 'hud#hand', piece: 'harbor:card#a' } as never;
// The same piece on two paths of the same surface is a distinct placement.
const d = { surface: 'board#harbor', path: '/community/0', piece: 'harbor:card#a' } as never;
expect(placementKey(a)).not.toBe(placementKey(b)); expect(placementKey(a)).not.toBe(placementKey(b));
expect(placementKey(a)).not.toBe(placementKey(c)); expect(placementKey(a)).not.toBe(placementKey(c));
expect(placementKey(a)).not.toBe(placementKey(d));
}); });
}); });
+89 -20
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@@ -1,8 +1,11 @@
/** /**
* Source-of-truth game state and the derived render state. * Source-of-truth game state and the derived render state.
* *
* The store holds the enabled surfaces and the path -> part placement map * The store holds the enabled surfaces and a per-part placement map
* (`bgm-tabletop.md` §2). The derived render state is computed from the game * (`bgm-tabletop.md` §2). Each part on the board is keyed by its id
* (`package:type#id`) and records which path it's on, its index in that path's
* stack, and which face is up. A path's ordered children (for stacking) are
* derived from this map. The derived render state is computed from the game
* state plus a package's surface routes: a stable list of placements, one per * state plus a package's surface routes: a stable list of placements, one per
* (surface, piece) pair, keyed for rendering. * (surface, piece) pair, keyed for rendering.
*/ */
@@ -10,12 +13,22 @@ import { useMemo } from 'react';
import { create } from 'zustand'; import { create } from 'zustand';
import type { Candidate, Package, Route, Surface } from '@tts/bgm'; import type { Candidate, Package, Route, Surface } from '@tts/bgm';
/** The placement state of a single part on the board. */
export interface PartState {
/** The path key this part is on. */
path: string;
/** The part's position in its path's stack. */
index: number;
/** Whether the part's face is up (`true`) or down (`false`). */
face: boolean;
}
/** Source-of-truth game state. */ /** Source-of-truth game state. */
export interface GameState { export interface GameState {
/** Enabled per surface id (`type#id`). */ /** Enabled per surface id (`type#id`). */
surfaces: Record<string, boolean>; surfaces: Record<string, boolean>;
/** Path -> part list (`package:type#id`). */ /** Part id (`package:type#id`) -> placement state. */
paths: Record<string, string[]>; parts: Record<string, PartState>;
} }
/** A single placed piece on a surface, ready for rendering. */ /** A single placed piece on a surface, ready for rendering. */
@@ -34,26 +47,59 @@ export interface Placement {
index: number; index: number;
/** The number of pieces on the path. */ /** The number of pieces on the path. */
stackSize: number; stackSize: number;
/** Whether the piece's face is up. */
face: boolean;
} }
interface TabletopState extends GameState { interface TabletopState extends GameState {
setSurfaces: (surfaces: Record<string, boolean>) => void; setSurfaces: (surfaces: Record<string, boolean>) => void;
setPaths: (paths: Record<string, string[]>) => void; setParts: (parts: Record<string, PartState>) => void;
seed: (state: GameState) => void; seed: (state: GameState) => void;
enableSurface: (id: string) => void; enableSurface: (id: string) => void;
disableSurface: (id: string) => void; disableSurface: (id: string) => void;
setPath: (path: string, parts: string[]) => void; setPart: (id: string, patch: Partial<PartState>) => void;
movePart: (id: string, path: string, index: number) => void;
} }
export const useTabletopStore = create<TabletopState>((set) => ({ export const useTabletopStore = create<TabletopState>((set) => ({
surfaces: {}, surfaces: {},
paths: {}, parts: {},
setSurfaces: (surfaces) => set({ surfaces }), setSurfaces: (surfaces) => set({ surfaces }),
setPaths: (paths) => set({ paths }), setParts: (parts) => set({ parts }),
seed: (state) => set(state), seed: (state) => set(state),
enableSurface: (id) => set((s) => ({ surfaces: { ...s.surfaces, [id]: true } })), enableSurface: (id) => set((s) => ({ surfaces: { ...s.surfaces, [id]: true } })),
disableSurface: (id) => set((s) => ({ surfaces: { ...s.surfaces, [id]: false } })), disableSurface: (id) => set((s) => ({ surfaces: { ...s.surfaces, [id]: false } })),
setPath: (path, parts) => set((s) => ({ paths: { ...s.paths, [path]: parts } })), setPart: (id, patch) =>
set((s) => {
const cur = s.parts[id];
if (!cur) return s;
return { parts: { ...s.parts, [id]: { ...cur, ...patch } } };
}),
movePart: (id, path, index) =>
set((s) => {
const cur = s.parts[id];
if (!cur) return s;
const parts = { ...s.parts };
// Siblings on the source path, in order, excluding the moved part.
const srcIds = Object.keys(parts)
.filter((pid) => pid !== id && parts[pid]!.path === cur.path)
.sort((a, b) => parts[a]!.index - parts[b]!.index);
// Siblings on the destination path, in order, excluding the moved part.
const dstIds = Object.keys(parts)
.filter((pid) => pid !== id && parts[pid]!.path === path)
.sort((a, b) => parts[a]!.index - parts[b]!.index);
// Reindex the source path so the gap closes.
srcIds.forEach((pid, i) => {
parts[pid] = { ...parts[pid]!, index: i };
});
// Reindex the destination path with the moved part inserted at `index`.
const clamped = Math.max(0, Math.min(index, dstIds.length));
dstIds.forEach((pid, i) => {
parts[pid] = { ...parts[pid]!, index: i >= clamped ? i + 1 : i };
});
parts[id] = { ...cur, path, index: clamped };
return { parts };
}),
})); }));
// --- Route matching --- // --- Route matching ---
@@ -87,24 +133,43 @@ export function matchRoute(route: Route, path: string): { candidate?: Candidate
return { candidate: undefined }; return { candidate: undefined };
} }
/** Compute the placements for a single surface from the game state's paths. */ /**
export function computeSurfacePlacements(surface: Surface, paths: Record<string, string[]>): Placement[] { * Derive each path's ordered children from the parts map. A path's children are
* its part ids sorted by `index`, used for stacking (`stackSize` and per-piece
* `index`).
*/
export function childrenByPath(parts: Record<string, PartState>): Record<string, string[]> {
const children: Record<string, string[]> = {};
for (const [id, ps] of Object.entries(parts)) {
(children[ps.path] ??= []).push(id);
}
for (const list of Object.values(children)) {
list.sort((a, b) => parts[a]!.index - parts[b]!.index);
}
return children;
}
/** Compute the placements for a single surface from the game state's parts. */
export function computeSurfacePlacements(surface: Surface, parts: Record<string, PartState>): Placement[] {
const placements: Placement[] = []; const placements: Placement[] = [];
const surfaceId = `${surface.type}#${surface.id}`; const surfaceId = `${surface.type}#${surface.id}`;
for (const [path, parts] of Object.entries(paths)) { const children = childrenByPath(parts);
for (const [path, ids] of Object.entries(children)) {
const route = surface.layout.find((r) => matchRoute(r, path)); const route = surface.layout.find((r) => matchRoute(r, path));
if (!route) continue; if (!route) continue;
const match = matchRoute(route, path)!; const match = matchRoute(route, path)!;
const stackSize = parts.length; const stackSize = ids.length;
for (const piece of parts) { for (const piece of ids) {
const ps = parts[piece]!;
placements.push({ placements.push({
surface: surfaceId, surface: surfaceId,
path, path,
route, route,
candidate: match.candidate, candidate: match.candidate,
piece, piece,
index: parts.indexOf(piece), index: ps.index,
stackSize, stackSize,
face: ps.face,
}); });
} }
} }
@@ -118,19 +183,23 @@ export function computeRenderState(pkg: Package, state: GameState): Placement[]
if (!enabled) continue; if (!enabled) continue;
const surface = pkg.surfaces.get(surfaceId); const surface = pkg.surfaces.get(surfaceId);
if (!surface) continue; if (!surface) continue;
out.push(...computeSurfacePlacements(surface, state.paths)); out.push(...computeSurfacePlacements(surface, state.parts));
} }
return out; return out;
} }
/** A stable key for a placement, unique across surfaces, paths, and pieces. */ /**
* A stable key for a placement, unique across surfaces and pieces. A piece is
* on exactly one path, so `path` is implied; it may still render on more than
* one enabled surface, so the surface is part of the key.
*/
export function placementKey(p: Placement): string { export function placementKey(p: Placement): string {
return `${p.surface}:${p.path}:${p.piece}`; return `${p.surface}:${p.piece}`;
} }
/** The derived render state for a package, from the current game state. */ /** The derived render state for a package, from the current game state. */
export function useRenderState(pkg: Package): Placement[] { export function useRenderState(pkg: Package): Placement[] {
const surfaces = useTabletopStore((s) => s.surfaces); const surfaces = useTabletopStore((s) => s.surfaces);
const paths = useTabletopStore((s) => s.paths); const parts = useTabletopStore((s) => s.parts);
return useMemo(() => computeRenderState(pkg, { surfaces, paths }), [pkg, surfaces, paths]); return useMemo(() => computeRenderState(pkg, { surfaces, parts }), [pkg, surfaces, parts]);
} }