feat(tabletop): add tilt and zStart/zEnd stacking options

Replace the per-part lift with a local Y-axis tilt that fans the stack,
and add zStart/zEnd to ramp the stack's height across the curve so it
arches in 3D. Update the poker deck and docs accordingly.
This commit is contained in:
2026-08-09 23:36:42 +08:00
parent 2da04940c2
commit c5d6dff12d
9 changed files with 127 additions and 28 deletions
+14
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@@ -359,6 +359,9 @@ layout:
limit: 5 limit: 5
align: center align: center
steps: 4 steps: 4
tilt: 0.1
zStart: 0
zEnd: 30
``` ```
- `curve` — an SVG path string to spread the content along, relative to the - `curve` — an SVG path string to spread the content along, relative to the
@@ -368,6 +371,13 @@ layout:
- `align` — `start`, `end`, or `center` of the curve. - `align` — `start`, `end`, or `center` of the curve.
- `steps` — the maximum number of parts per curve length unit. Defaults to - `steps` — the maximum number of parts per curve length unit. Defaults to
`1`. See the positioning process below. `1`. See the positioning process below.
- `tilt` — rotation in radians per shown part about the card's local Y (long)
axis. Each part tilts `tilt` more than the previous, fanning the stack so
its edges stay visible. It applies even without a `curve`, so a bare `tilt`
fans a straight pile.
- `zStart` / `zEnd` — the height (surface-normal) in mm at the start and end
of the `curve`. The stack ramps linearly between them across its span,
lifting it in 3D. Requires a `curve`.
#### positioning process #### positioning process
@@ -377,6 +387,10 @@ layout:
`step length × (# of parts 1)` on the curve. `step length × (# of parts 1)` on the curve.
3. **Place each part.** Part `#0` is at the start, the last part at the end, 3. **Place each part.** Part `#0` is at the start, the last part at the end,
each `step length` apart. each `step length` apart.
4. **Lift each part.** The part's height is `zStart + (zEnd zStart) × u`,
where `u` is its normalized position along the `curve`.
5. **Tilt each part.** Each part is rotated `tilt × # of parts before it`
about its local Y (long) axis.
### Edge cases ### Edge cases
+5 -2
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@@ -118,10 +118,12 @@ interface GameState {
### 7. Stacking (`stacking.ts`) ✅ ### 7. Stacking (`stacking.ts`) ✅
- `useStacking(route.stacking, index, stackSize)` → `{ offset, rotation }`. - `useStacking(route.stacking, index, stackSize)` → `{ x, y, rotation, z, tilt }`.
- Implements the format's positioning process (`bgm-format.md` §4): step - Implements the format's positioning process (`bgm-format.md` §4): step
length from curve length / `max(steps, count-1)`, alignment (`start`/`end`/ length from curve length / `max(steps, count-1)`, alignment (`start`/`end`/
`center`), and `limit` (`0` all, `n` first n, `-n` last n). `center`), and `limit` (`0` all, `n` first n, `-n` last n).
- `z` ramps linearly from `zStart` to `zEnd` across the curve's span; `tilt`
fans each shown part about its local Y (long) axis.
- Curve length from an SVG path string (small helper; no new dep). - Curve length from an SVG path string (small helper; no new dep).
### 8. Public API (`index.ts`) ✅ ### 8. Public API (`index.ts`) ✅
@@ -148,7 +150,8 @@ consumers share them (see Open decisions).
- `state.ts` — derived render state: enabled surfaces, route matching, - `state.ts` — derived render state: enabled surfaces, route matching,
candidate selection, stacking index/stackSize. candidate selection, stacking index/stackSize.
- `stacking.ts` — positioning process: step length, alignment, limit. - `stacking.ts` — positioning process: step length, alignment, limit, z ramp,
tilt.
- `setup.ts` — seeding + bare-type expansion. - `setup.ts` — seeding + bare-type expansion.
- `mount.ts` — mount tree resolution (table/hud/child, children refs). - `mount.ts` — mount tree resolution (table/hud/child, children refs).
- `partView.tsx` — geometry from a part def (size/fillet/crop), sprite UVs. - `partView.tsx` — geometry from a part def (size/fillet/crop), sprite UVs.
+1 -1
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@@ -40,7 +40,7 @@ the render map is per enabled surface: a piece may appear on more than one enabl
## 4. stacking ## 4. stacking
the format's stacking strategy (curve / limit / align / steps, see `bgm-format.md` §4) is implemented as a hook, e.g. `useStacking(route.stacking, index, stackSize)`, returning the offset/rotation to apply to a piece. `PartPlacement` consumes it. the format's stacking strategy (`curve` / `limit` / `align` / `steps` / `tilt` / `zStart` / `zEnd`, see `bgm-format.md` §4) is implemented as a hook, e.g. `useStacking(route.stacking, index, stackSize)`, returning the offset/rotation to apply to a piece: `{ x, y, rotation, z, tilt }`. `x`/`y`/`rotation` come from the `curve`; `z` is the surface-normal height ramped from `zStart` to `zEnd`; `tilt` is the per-part fan about the card's local Y (long) axis. `PartPlacement` consumes it.
## 5. usage ## 5. usage
+3
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@@ -106,6 +106,9 @@ layout:
curve: M 0 0 C 20 -20 40 -20 60 0 curve: M 0 0 C 20 -20 40 -20 60 0
limit: 0 limit: 0
align: center align: center
tilt: 0.015
zStart: 0
zEnd: 10
- route: /community/:slot - route: /community/:slot
candidates: candidates:
$variants: ./community.csv $variants: ./community.csv
+3
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@@ -17,6 +17,9 @@ const stacking = z.object({
limit: z.number().optional(), limit: z.number().optional(),
align: z.enum(['start', 'end', 'center']).optional(), align: z.enum(['start', 'end', 'center']).optional(),
steps: z.number().optional(), steps: z.number().optional(),
tilt: z.number().optional(),
zStart: z.number().optional(),
zEnd: z.number().optional(),
}); });
const route = z.object({ const route = z.object({
+14
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@@ -107,6 +107,20 @@ export interface Stacking {
align?: 'start' | 'end' | 'center'; align?: 'start' | 'end' | 'center';
/** Maximum parts per curve length unit; defaults to `1`. */ /** Maximum parts per curve length unit; defaults to `1`. */
steps?: number; steps?: number;
/**
* Rotation in radians per shown part about the card's local Y (long) axis.
* Each part tilts `tilt` more than the previous, fanning the stack so its
* edges stay visible. Works with or without a `curve`.
*/
tilt?: number;
/**
* Height (surface-normal) in mm at the start of the `curve`. The stack
* ramps linearly to `zEnd` across its span, lifting it in 3D. Requires a
* `curve`.
*/
zStart?: number;
/** Height (surface-normal) in mm at the end of the `curve`. */
zEnd?: number;
} }
/** How a surface is mounted. `kind` selects the mount type. */ /** How a surface is mounted. `kind` selects the mount type. */
+6 -4
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@@ -17,18 +17,20 @@ export function PartPlacement({ pkg, placement }: { pkg: Package; placement: Pla
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;
const { x, y, rotation } = useStacking(route.stacking, index, stackSize); const { x, y, rotation, z, tilt } = useStacking(route.stacking, index, stackSize);
// Route anchors and stacking offsets are in mm; convert to world units so // Route anchors and stacking offsets are in mm; convert to world units so
// parts land on the (world-scaled) surface. // parts land on the (world-scaled) surface. `z` raises the part along the
// surface normal (world +Y); `tilt` fans it about its local Y (long) axis.
const anchorX = ((candidate?.x ?? route.x ?? 0) + x) * MM_TO_WORLD; const anchorX = ((candidate?.x ?? route.x ?? 0) + x) * MM_TO_WORLD;
const anchorY = ((candidate?.y ?? route.y ?? 0) + y) * MM_TO_WORLD; const anchorY = ((candidate?.y ?? route.y ?? 0) + y) * MM_TO_WORLD;
const anchorZ = z * MM_TO_WORLD;
const anchorRotation = (candidate?.rotation ?? route.rotation ?? 0) + rotation; const anchorRotation = (candidate?.rotation ?? route.rotation ?? 0) + rotation;
return ( return (
<group position={[anchorX, 0, 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. */}
<group rotation={[-Math.PI / 2, 0, 0]}> <group rotation={[-Math.PI / 2, 0, tilt]}>
<PartView part={part} baseUrl={part.baseUrl} /> <PartView part={part} baseUrl={part.baseUrl} />
</group> </group>
</group> </group>
+31
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@@ -85,4 +85,35 @@ describe('stackingOffset', () => {
const offset = stackingOffset({ curve: 'M 0 0 L 100 0', steps: 4 }, 1, 3); const offset = stackingOffset({ curve: 'M 0 0 L 100 0', steps: 4 }, 1, 3);
expect(offset.x).toBeCloseTo(25); expect(offset.x).toBeCloseTo(25);
}); });
it('tilts each part without a curve', () => {
const offset = stackingOffset({ tilt: 0.1 }, 2, 3);
expect(offset).toEqual({ x: 0, y: 0, rotation: 0, z: 0, tilt: 0.2 });
});
it('tilts parts along the curve', () => {
const offset = stackingOffset({ curve: 'M 0 0 L 100 0', tilt: 0.1 }, 1, 3);
expect(offset.x).toBeCloseTo(50);
expect(offset.tilt).toBeCloseTo(0.1);
});
it('tilts only the shown parts', () => {
// limit 2 shows indices 0,1; index 2 is dropped.
expect(stackingOffset({ tilt: 0.1, limit: 2 }, 2, 4)).toBe(NO_OFFSET);
expect(stackingOffset({ tilt: 0.1, limit: 2 }, 1, 4).tilt).toBeCloseTo(0.1);
});
it('ramps z from zStart to zEnd across the curve', () => {
// 3 parts on a 100-long curve: u = 0, 0.5, 1. z ramps 0 -> 40.
const first = stackingOffset({ curve: 'M 0 0 L 100 0', zStart: 0, zEnd: 40 }, 0, 3);
const mid = stackingOffset({ curve: 'M 0 0 L 100 0', zStart: 0, zEnd: 40 }, 1, 3);
const last = stackingOffset({ curve: 'M 0 0 L 100 0', zStart: 0, zEnd: 40 }, 2, 3);
expect(first.z).toBeCloseTo(0);
expect(mid.z).toBeCloseTo(20);
expect(last.z).toBeCloseTo(40);
});
it('returns no offset without a curve, tilt, or z ramp', () => {
expect(stackingOffset({ limit: 5 }, 0, 3)).toBe(NO_OFFSET);
});
}); });
+49 -20
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@@ -16,48 +16,77 @@ export interface StackOffset {
y: number; y: number;
/** Rotation in radians. */ /** Rotation in radians. */
rotation: number; rotation: number;
/** Vertical (surface-normal) offset from the anchor, in mm. */
z: number;
/** Rotation in radians about the card's local Y (long) axis. */
tilt: number;
} }
/** The identity offset: no stacking applied. */ /** The identity offset: no stacking applied. */
export const NO_OFFSET: StackOffset = { x: 0, y: 0, rotation: 0 }; export const NO_OFFSET: StackOffset = { x: 0, y: 0, rotation: 0, z: 0, tilt: 0 };
/** /**
* Compute the offset/rotation for the piece at `index` of a `stackSize`-piece * Compute the offset/rotation for the piece at `index` of a `stackSize`-piece
* stack, given the route's stacking strategy. Returns `NO_OFFSET` when there's * stack, given the route's stacking strategy. Returns `NO_OFFSET` when there's
* no curve or the stack is empty. * no curve, no tilt, and no z profile, or the stack is empty.
*/ */
export function stackingOffset( export function stackingOffset(
stacking: Stacking | undefined, stacking: Stacking | undefined,
index: number, index: number,
stackSize: number, stackSize: number,
): StackOffset { ): StackOffset {
if (!stacking?.curve || stackSize <= 0) return NO_OFFSET; if (stackSize <= 0) return NO_OFFSET;
// `limit` selects which pieces are shown; the offset is computed over the // `limit` selects which pieces are shown; the offset is computed over the
// shown span. `0` (or absent) shows all. // shown span. `0` (or absent) shows all.
const shown = applyLimit(stacking.limit, stackSize); const shown = applyLimit(stacking?.limit, stackSize);
const shownIndex = shown.indexOf(index); const shownIndex = shown.indexOf(index);
if (shownIndex < 0) return NO_OFFSET; if (shownIndex < 0) return NO_OFFSET;
const curve = parsePath(stacking.curve); // `tilt` fans each shown part about its local Y (long) axis, so the stack's
const length = curve.length; // edges stay visible. It applies even without a curve.
if (length <= 0) return NO_OFFSET; const tilt = (stacking?.tilt ?? 0) * shownIndex;
// Step length: curve length / max(steps, # parts 1). A single part sits // The horizontal position along the curve (or a straight pile when there's
// at the start of the curve. // no curve), plus the normalized progress used to ramp the z height.
const steps = stacking.steps ?? 1; let x = 0;
const span = Math.max(steps, shown.length - 1); let y = 0;
const step = length / span; let rotation = 0;
let u = shown.length > 1 ? shownIndex / (shown.length - 1) : 0;
// Alignment: how far the whole span is inset from the curve's start. if (stacking?.curve) {
const spanLength = step * (shown.length - 1); const curve = parsePath(stacking.curve);
let start = 0; const length = curve.length;
if (stacking.align === 'end') start = length - spanLength; if (length > 0) {
else if (stacking.align === 'center') start = (length - spanLength) / 2; // Step length: curve length / max(steps, # parts 1). A single part
// sits at the start of the curve.
const steps = stacking.steps ?? 1;
const span = Math.max(steps, shown.length - 1);
const step = length / span;
const distance = start + shownIndex * step; // Alignment: how far the whole span is inset from the curve's start.
const { x, y, angle } = pointAt(curve, distance); const spanLength = step * (shown.length - 1);
return { x, y, rotation: angle }; let start = 0;
if (stacking.align === 'end') start = length - spanLength;
else if (stacking.align === 'center') start = (length - spanLength) / 2;
const distance = start + shownIndex * step;
const point = pointAt(curve, distance);
x = point.x;
y = point.y;
rotation = point.angle;
u = distance / length;
}
}
// The z height ramps linearly from `zStart` to `zEnd` across the curve's
// span, lifting the stack in 3D.
const zStart = stacking?.zStart ?? 0;
const zEnd = stacking?.zEnd ?? 0;
const z = zStart + (zEnd - zStart) * u;
if (x === 0 && y === 0 && rotation === 0 && z === 0 && tilt === 0) return NO_OFFSET;
return { x, y, rotation, z, tilt };
} }
/** The stacking hook: memoized `stackingOffset` for a piece. */ /** The stacking hook: memoized `stackingOffset` for a piece. */