Commit Graph
100 Commits
Author SHA1 Message Date
hypercross a9297d8b2b fix(web): size contact shadows to content bounds
Lay flat card/tile/token meshes so the scene-level contact shadow has a
surface to project onto, and size the shadow plane to the measured content
bounds instead of a fixed 22-unit default that left small objects shadowless.
Give deck carousel cards their own soft radial shadow so the fanned arc reads
as floating over a floor.
2026-08-15 13:27:46 +08:00
hypercross 7d9b5e49ad feat(web): light 3D scene with image-based lighting
Replace the hand-placed light rig with an Environment built from Lightformers, giving MeshStandardMaterial objects consistent PBR lighting and richer color. Keep ContactShadows, which needs no light.
2026-08-15 12:42:05 +08:00
hypercross 3dd3db5643 fix(web): decode textures as sRGB in 3D viewers
TextureLoader leaves colorSpace as NoColorSpace, so card, tile, token, model, and part art is uploaded as linear and then double-decoded in the shader, washing out contrast. Mark each texture sRGB so the GPU decodes it once, correctly.
2026-08-15 12:25:21 +08:00
hypercross fc9f756d52 feat(web): add tone mapping and brightness to 3D scene
The EffectComposer disables three's tone mapping, leaving colors flat and washed out. Add ACES filmic tone mapping plus a small brightness lift so cards match their source images.
2026-08-15 12:25:18 +08:00
hypercross 7ff8e3c51d fix(web): thin out card mesh thickness 2026-08-15 12:10:41 +08:00
hypercross 82a4f9b645 fix(web): stop pdf viewer overflowing 2026-08-14 13:55:02 +08:00
hypercross 82d5a36497 feat(web): add search link to mod header 2026-08-14 13:53:05 +08:00
hypercross 699b89e916 feat(web): show child count in object tree nodes 2026-08-14 12:05:46 +08:00
hypercross 0d35ad56f2 feat(web): rework deck carousel navigation
Replace the counter with a sliding-dot pagination: dots slide and fade
as the active card changes, a counter above the bar shows the current
index, and round first/last and prev/next buttons flank the strip.
Scrolling over the dots steps through the deck. Also fix the camera fit
so it frames the active card front-on instead of the carousel center.
2026-08-14 12:05:37 +08:00
hypercross f01bb5f99b feat(web): rework mod inspector layout
Fill the viewport with a fixed sidebar of highlightable type-filter
icons over an independently scrolling tree, and let the viewer expand
into a full-height scene.
2026-08-14 11:27:46 +08:00
hypercross 8ebb9211c5 fix(web): frame deck carousel on active card
Fit the camera in a frame callback so the active card has settled into
its arc slot first, and aim it straight at the card's front face instead
of keeping the initial side angle. Measure the card's width and widen the
arc radius so wide cards no longer clip their neighbors.
2026-08-14 11:15:59 +08:00
hypercross a3095ead38 feat(web): move mod header into site header
Replace the global TTS Workshop header on mod routes with a ModHeader showing the thumbnail, game name, and download/setup links styled like the Search/BGM nav.
2026-08-14 10:59:20 +08:00
hypercross 30ef76632f feat: return workshop metadata with mod details
Include the Workshop title and preview image in the items response so the mod header survives a page refresh, not just navigation from search. Resolve both from the same Steam API call.
2026-08-14 10:59:14 +08:00
hypercross 7163451d1f fix(web): declare card shader UV uniforms
three.js does not auto-declare uniforms added via onBeforeCompile, so the
injected uMapRepeat/uMapOffset were undeclared and the card shader failed
to compile, rendering cards transparent. Prepend the declarations to the
vertex shader.
2026-08-14 10:52:54 +08:00
hypercross 2430be9661 feat(web): rework mod page header layout
Show the game name and thumbnail in the header, float the action buttons and object GUID to the right, and keep the viewer icon, label, and GUID on one line.
2026-08-14 10:46:27 +08:00
hypercross 002bcb324b perf(web): share card texture via shader UV transform
Move the card sprite repeat/offset out of per-card texture clones and
into a uniform injected into the material shader. Cards now share the
deck sheet (one GPU upload), the shader, and the geometry, with only
per-card material uniforms differing, so navigating a deck no longer
re-uploads the sheet on every step.
2026-08-14 10:46:09 +08:00
hypercross c665212209 feat(web): add deck viewer
Add a DeckViewer that frames the active card in a deck carousel. Scene gains a fit prop so the shared bounds behavior can be disabled and refit manually.
2026-08-14 10:29:04 +08:00
hypercross 2403abc07b feat(web): add type filter bar to object tree
Chips highlight object types to show only those in the tree; with none highlighted, everything is shown. Filtered nodes keep their original index path so selection stays stable.
2026-08-14 10:29:01 +08:00
hypercross ee7e73c798 style(web): use 3:4 aspect ratio for viewers 2026-08-14 09:54:52 +08:00
hypercross dd08f901ae feat: add inline PDF viewer for Custom_PDF objects
Add a /pdf proxy route that forces Content-Disposition inline so PDFs render instead of downloading, and a web viewer that embeds the document in an iframe with a standalone open-in-new-tab link.
2026-08-14 09:51:11 +08:00
hypercross 8bd186df54 refactor(engine): unify commands and orchestrators
Replace the CommandHost with a handler registry keyed by message type.
Message is a permissive base type the host extends; CommandResult is a
discriminated union on the type suffix. Commands and orchestrators are
the same async shape taking a RunContext with an AbortSignal; runCommand
emits :done/:cancel/:error.
2026-08-10 18:40:35 +08:00
hypercross 81c115cb4d docs: unify commands and orchestrators in bgm-engine
Messages are a discriminated union with generic command/result types;
the command host is dropped for a handler registry; commands and
orchestrators are the same async shape taking a cancellable RunContext.
2026-08-10 18:40:30 +08:00
hypercross 3167d26bd6 feat(engine): add message queue, triggers, and orchestrators
New @tts/engine package: the pure message layer that drives bgm games.
MessageQueue snapshots and drains on tick; TriggerRegistry matches by
type/id with runtime enable/disable; runOrchestrator suspends on wait
until a matching message is processed. Engine ties them together behind
the CommandHost contract that @tts/tabletop will implement.
2026-08-10 18:26:23 +08:00
hypercross 91cd3a16d7 docs: add bgm-engine message layer design
Define the message/queue/tick model, the three handler kinds (trigger,
orchestrator, command host), and the @tts/engine package split. Cross-link
from bgm-commands and bgm-tabletop, and add the engine to the architecture
package table.
2026-08-10 18:26:19 +08:00
hypercross 13b3eaed78 feat(bgm): derive definition names from role.type
A definition is identified by role.type and named role.type.lang
(package.lang for packages). Code blocks declare it via role= on the
info string; real files by their filename. Blocks and files without a
matching role.type are ignored. file= still overrides the auto-name.

Relative asset and $variants paths now resolve against the markdown
file's directory (baseDir) rather than the virtual name. Same role.type
with different ids groups under one name; duplicate type#id still
errors. Migrate fixtures and example games to role=.
2026-08-10 16:36:57 +08:00
hypercross 23332ab786 docs(bgm): derive definition names from role.type 2026-08-10 16:27:45 +08:00
hypercross aab0b66ee8 feat(bgm): support role= on code block info strings
Parse role.type#id from the fence info string and merge it into each
parsed object, erroring on conflicts with the content. id on the info
string can't combine with $variants. Auto-named blocks now hash their
content instead of the info string, so identical blocks dedupe.
2026-08-10 16:09:12 +08:00
hypercross c41c266ac1 docs(bgm): document role= on code block info strings 2026-08-10 16:07:17 +08:00
hypercross 634a99dd25 docs: design command execution for tabletop scripts
Add bgm-commands.md covering 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. Link it
from the tabletop design and plan docs, and record the decisions in
decisions.md.
2026-08-10 15:41:43 +08:00
hypercross 9b5223686e feat(bgm): allow $variants to take multiple csv sources
Expand $variants to accept an array of csv paths, concatenating their
rows. Detect a path by a .csv suffix on the first line instead of a
newline, so inline csv and paths are self-documenting and the rule
applies uniformly to single values and array elements.
2026-08-10 14:06:36 +08:00
hypercross 3aa48058f7 fix(tabletop): render surface outline without depth test 2026-08-10 12:24:46 +08:00
hypercross 812b4640e2 feat(web): clamp tabletop camera to the horizon
Add a maxPolarAngle prop to Scene and use it in the tabletop view so the
camera can't dip below the table and peek under face-down cards.
2026-08-10 12:24:43 +08:00
hypercross 9d776771b1 feat: showcase facing states in poker setup
Deal the deck facedown and stand two drawn cards on their bottom edge,
exercising the back and standing facings alongside the face-up flop.
2026-08-10 12:24:40 +08:00
hypercross d663f4afea feat: add facing orientation to parts
Replace the face/back boolean with a three-state facing (face, back,
standing) seeded from setup placements. Parts now orient about the
anchor at the resting face/edge, so back-down parts sit on the table
instead of below it and standing parts rest on their bottom edge.
2026-08-10 11:47:58 +08:00
hypercross aa23e93b3f docs: add commit conventions skill 2026-08-10 11:47:35 +08:00
hypercross 77e0751554 docs: describe ordered setup placements
Document that setup is an ordered list of placements, each moving its parts to a path, in the format reference and the tabletop plan.
2026-08-10 11:27:56 +08:00
hypercross dc721d5c2d refactor(games): use ordered setup placements
Convert poker and carcassonne setups to the ordered placement list. Deal the deck/draw first, then move the flop cards and opening tiles out onto their paths.
2026-08-10 11:27:53 +08:00
hypercross 96c299e498 feat(tabletop): seed state from ordered setup placements
Apply each setup placement in order, moving its parts to its path, then index each path's parts contiguously so stacking stays valid.
2026-08-10 11:27:50 +08:00
hypercross c2693277ac feat(bgm): model setup as ordered placements
Replace the path->parts setup map with an ordered list of placements, each moving its parts to a path. Entries apply in order, so a part listed in a later placement ends up on that placement's path.
2026-08-10 11:27:46 +08:00
hypercross bc418b2c73 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.
2026-08-10 11:10:16 +08:00
hypercross 6502fdae4f refactor(web): code-split the three.js stack out of the main bundle 2026-08-10 09:12:38 +08:00
hypercross 45bf362fbc refactor(tts): derive save filename from URL path only 2026-08-10 09:12:34 +08:00
hypercross 82caa9bb9c fix(shared): accept local asset paths in trace schema 2026-08-10 09:12:31 +08:00
hypercross dfe49bad0c refactor(bgm): use doc-relative include in games and fixtures
The default include is now resolved relative to the package
declaration's directory, so the explicit root-relative patterns are
redundant. Drop them in favor of the default.
2026-08-10 08:52:54 +08:00
hypercross 2001616d9e fix(bgm): resolve include patterns relative to package dir
The default include matched every yaml across the games root, so a
package could absorb a sibling game's defs (e.g. two game#main setups).
Resolve patterns against the package declaration's directory instead;
a leading slash marks a pattern as root-relative.
2026-08-10 08:52:51 +08:00
hypercross 77ffd8ff00 feat(carcassonne): add base game manifest
A 24-tile base game: one part per tile image (A-X), a board with a
draw pile and an 11x11 grid, and a setup seeding the tile supply.
2026-08-10 08:52:48 +08:00
hypercross 5a3a9c1fcc feat(web): lighten tabletop scene and tune contact shadows
Replace the dark surface plane with a grey background and a spotlight,
size the contact shadow to the table, and scale its blur and fade with
the shadow plane. Disable depth test on the stacking curve overlay.
2026-08-10 00:57:32 +08:00
hypercross 50c6df48b5 fix(tabletop): align cards to the stacking curve
Fix the tangent angle at the curve's start and rotate cards to follow
the curve direction. Add a stacking curve visualization shown with
surface debug.
2026-08-10 00:40:56 +08:00
hypercross f12b40e82b fix(tabletop): default tilt to 1 degree for all parts
Apply the default 1 degree tilt even when a route has no stacking
strategy, so every placed part is tilted consistently.
2026-08-10 00:29:23 +08:00
hypercross 8d0e393100 feat(tabletop): let candidates inherit and override route stacking
Candidates now carry their own stacking strategy, inheriting the route's
when absent, so the default tilt applies consistently. Drop the now
redundant explicit tilt from the poker deck.
2026-08-10 00:27:01 +08:00
hypercross 43c6334413 fix(tabletop): tilt cards uniformly about the y axis
Apply the same tilt to every stacked part and rotate it about its local
Y axis instead of Z. Default tilt to 1 degree when a stacking strategy
is present, and arc the poker deck along the surface's bottom edge.
2026-08-10 00:23:08 +08:00
hypercross b312bf4f1f feat(tabletop): author rotation and tilt angles in degrees
Convert bgm rotation and tilt values to radians only at the three.js
boundary, so the format's angles are authored in degrees.
2026-08-10 00:11:13 +08:00
hypercross 90baa35c7c fix(bgm): hot-reload markdown definition edits
Normalize the games root to POSIX separators so the HMR path guard
matches on Windows, and watch the real on-disk markdown files (which
defMap.files omits in favor of their virtual code blocks) so edits
trigger a re-collect instead of a manual restart.
2026-08-10 00:06:43 +08:00
hypercross c5d6dff12d 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.
2026-08-09 23:36:42 +08:00
hypercross 2da04940c2 fix(poker): use a realistic card thickness
A standard playing card is about 0.3mm thick, not 3mm.
2026-08-09 23:13:08 +08:00
hypercross 4727a00e26 fix(bgm): hot-reload game definition edits
Invalidate the virtual bgm module on changes under the games root so
editing a definition reloads the page instead of requiring a manual
refresh.
2026-08-09 23:13:04 +08:00
hypercross 5808e15c45 feat(tabletop): show surface bounds and lay parts flat
Add a toggleable surface plane, bounds outline, and constant-size HTML
label. Scale placement and mount anchors to world units so parts land on
the surface, and rotate parts to face up.
2026-08-09 23:04:51 +08:00
hypercross abf901418b feat(web): add tabletop scene controls
Disable auto-rotate and enable panning on the setup view, add a
fullscreen toggle, and convert the controls to iconify icon buttons.
2026-08-09 23:04:47 +08:00
hypercross d9d38c2bee fix(tabletop): key placements by surface, path, and piece
A piece can appear on more than one path of the same surface (e.g. the
poker deck expands to every card while the flop also places the ace), so
the render key must include the path to stay unique.
2026-08-09 22:46:06 +08:00
hypercross f494a6f9be feat(web): render bgm setups as a 3D table
Wire the tabletop library into the setup detail route: seed the store
from the setup, resolve the surface mount tree, and render world and HUD
surfaces. Add serializedToPackage to convert the vite-emitted package.
2026-08-09 22:46:03 +08:00
hypercross cd08e6af04 feat(tabletop): add state, setup, mounting, and stacking
Implement the tabletop library's game state store, setup seeding with
bare-type expansion, surface mount tree resolution, part placement, and
the stacking positioning process with a dependency-free SVG path helper.
Wire the public API and add unit plus vite integration tests.
2026-08-09 22:34:18 +08:00
hypercross ef0695ed04 refactor: update file paths in poker documentation
Remove the `parts/` and `setup/` prefixes from file references in
`games/poker/poker.md` to match the updated file structure.
2026-08-09 22:22:43 +08:00
hypercross 15c45e7106 refactor: share trace, error boundary, and proxy http helpers
Lift the trace-to-shape geometry into @tts/mesh (traceToShape/
traceToUvBounds), parameterized by scale so the web token viewer and
@tts/tabletop share one implementation. Move the CORS proxy HTTP helpers
(assetUrl, resolveAssetUrl, traceImage) into a new @tts/http package, and
make @tts/tabletop's ErrorBoundary the single source used by the web app.

This removes the duplicated ErrorBoundary, assetUrl, tabletopHttp, and
trace-to-shape code from apps/web and packages/tabletop.
2026-08-09 22:17:24 +08:00
hypercross b4cdcdeb42 fix(bgm): pass options arg to buildStart in unit test
Vite 8 (rolldown) changed buildStart to take (this, options), so the
test's one-arg call failed typecheck. Add an ambient declaration for the
fixture's virtual bgm modules so its entry typechecks in the editor.
2026-08-09 22:17:19 +08:00
hypercross 87e6eee9fe docs: update bgm loader status 2026-08-09 21:48:46 +08:00
hypercross 521519ce3d feat(tabletop): inject proxy handlers from web app 2026-08-09 21:46:36 +08:00
hypercross eefce5487d feat(poker): add card assets and wire them up 2026-08-09 21:46:30 +08:00
hypercross 4d14120d54 fix(proxy): wire games root into asset routes 2026-08-09 21:44:07 +08:00
hypercross 91d4b6c999 feat(proxy): serve local game assets from games root 2026-08-09 21:31:23 +08:00
hypercross 0503ac84a7 feat(bgm): resolve relative part assets against source dir 2026-08-09 21:19:37 +08:00
hypercross 43b69133cc docs: add bgm-tabletop implementation plan 2026-08-09 21:08:01 +08:00
hypercross 599fb6a76d feat(bgm): add surface mounting and setup surfaces 2026-08-09 21:03:20 +08:00
hypercross 4e18ab5bc8 feat(web): add bgm viewer navigation 2026-08-09 20:02:03 +08:00
hypercross 64c8bb60b3 feat(web): add bgm package browser 2026-08-09 19:44:27 +08:00
hypercross c86d7444b8 docs: add poker game document 2026-08-09 19:44:05 +08:00
hypercross 7f3f758c52 test(bgm): cover emitted shape and multi-package collection
Add a SerializedPackage type for the JSON the plugin emits, and tests
that assert the maps serialize to plain objects, that the packages module
returns every package, and that buildStart watches def files. Add a
second fixture package to exercise multi-package collection.
2026-08-09 19:23:50 +08:00
hypercross 845d510948 refactor(bgm): use virtual: module specifiers
Rename the plugin's virtual modules to virtual:bgm/packages and
virtual:bgm/package/<id> so they read as plugin-provided modules rather
than real packages. Update the unit and build integration tests.
2026-08-09 19:16:17 +08:00
hypercross ba16f17d8a feat(bgm): add vite plugin and build integration test
Move the bgm vite plugin into the package so it can be tested in
isolation from the web app. Serve each package as a JSON module,
serializing its maps, and verify resolution through a real vite build
against a self-contained fixture.
2026-08-09 19:07:14 +08:00
hypercross c0967ab71f feat(bgm): add board game manifest loader
Parse yaml/json/toml and markdown code blocks into packages, expanding
$variants via typed-csv and collecting parts, surfaces, and setups by
include patterns. Ships zod validation, a vitest config, and 16 tests.
2026-08-09 18:59:14 +08:00
hypercross 1cfec40c99 docs: simplify BGM format description 2026-08-09 18:17:47 +08:00
hypercross 664079528c docs: add board game manifest specification 2026-08-09 18:14:43 +08:00
hypercross 82a81c9c1a feat(web): tint objects by their ColorDiffuse
Model ColorDiffuse in shared types and multiply each viewer's material color by the per-object tint, including textured faces and loaded custom models.
2026-08-08 22:38:12 +08:00
hypercross a6e9d2dd07 fix(web): correct transform rotation and lay-flat sign
Conjugate the rotation by the Z-reflection (negate rotX/rotY, keep rotZ) and use -90 degrees about X to lay extruded meshes flat so faces point up.
2026-08-08 20:19:13 +08:00
hypercross dcba0ac4bd feat(web): place full setup objects at their real transforms
Model TTSObjectTransform in shared types and convert each object's position, rotation, and scale into three.js placement, with per-class base-size corrections and a lay-flat rotation for extruded meshes.
2026-08-08 18:41:42 +08:00
hypercross c3c7fe2445 feat(web): show asset loading progress in the 3D scene 2026-08-08 18:41:41 +08:00
hypercross c04d99fe38 docs: document object viewers and asset proxy 2026-08-08 18:28:56 +08:00
hypercross e88dd03fac feat(web): add full setup view rendering the whole save
Add a /mod/:id/setup page that lays out every renderable object in a single shared scene. Export object-facing mesh wrappers from the viewers and share geometry and materials across objects via module-level caches.
2026-08-08 18:28:03 +08:00
hypercross 12418898d0 docs: update mesh, viewers, and selection decisions
Document the separated front/back/walls extrusion, material-level back
flips, CardID sprite selection from the parent deck, index-path tree
selection, and the Bounds-inside-Suspense camera fit.
2026-08-08 18:18:22 +08:00
hypercross ead2ba8c57 fix(web): improve scene camera and bounds behavior
Update Bounds props to enable fitting and clipping, adjust OrbitControls
minDistance, and set makeDefault to ensure proper interaction.
2026-08-08 18:16:03 +08:00
hypercross b6bd4612e0 feat: implement suspense-based alpha tracing for token meshes
Refactor `TokenMesh` to use a custom `useTrace` hook that suspends
during the alpha channel tracing process. This allows the `Bounds`
component in `Scene` to correctly fit the camera to the token's
geometry once it has been fully loaded and traced.
2026-08-08 17:54:43 +08:00
hypercross 55e0351c1d fix(web): select tree nodes by index path instead of GUID
Cards in a deck share the deck's GUID, so GUID-based selection highlighted
every card with that GUID and rendered the first match. Key selection by the
node's unique index path instead.
2026-08-08 17:42:16 +08:00
hypercross 835250abdd feat(mesh): render cards, tiles, and tokens with separated front/back/walls
Split extrudeShapeParts into front, back, and walls so each face can carry
its own material. Flip back textures left/right on the material so they are
not mirrored, and slice card faces from the deck sprite sheet via CardID.
Resolve deck config from the parent deck, which is authoritative over a
card's own CustomDeck. Add unit tests for card resolution, sprite UVs, and
the flip helper.
2026-08-08 17:41:59 +08:00
hypercross f7139495fe fix(proxy): load clipper-lib via require in ESM
The compiled server runs Node's native ESM loader, where the CommonJS
namespace object nests the real exports under 'default', so
'import * as ClipperLib' left JoinType undefined and crashed with
offset. Match the existing vtracer pattern and require() the package
instead.
2026-08-08 15:40:32 +08:00
hypercross a2f7c998fc feat(web): inset token silhouette by 2px
Pass a negative offset through traceImage so the traced token shape
sits slightly inside the artwork, hiding the anti-aliased fringe.
2026-08-08 15:37:32 +08:00
hypercross 9094ad58e0 feat(proxy): add offset param to inset or outset traced shapes
Trace results can now be inset (negative) or outset (positive) by a
pixel amount. Offset the outline and holes in opposite directions with
clipper-lib's miter joins, then recombine with a boolean difference so
holes grow on inset and shrink on outset. Collapsed shapes return an
empty outline; a split outline keeps the largest ring. Document the
parameter and the new dependency.
2026-08-08 15:37:27 +08:00
hypercross c7f4bd03fd docs: document mesh package and traced token viewer 2026-08-08 15:12:15 +08:00
hypercross a4759be5ac feat(web): trace token shape and texture the whole mesh
TokenViewer now traces the image's alpha channel via /trace and extrudes the silhouette with @tts/mesh, aligning the texture using the full image as the UV framing. The texture is applied to the whole mesh (top, back, and walls) instead of separate solid-white walls.
2026-08-08 15:12:11 +08:00
hypercross 21fc1b29c1 feat(mesh): support uvBounds and planar back-face UVs
Add an optional uvBounds to extrudeShape/extrudeShapeParts so UVs can be derived from a framing rectangle instead of the shape's bounding box, letting a traced silhouette align with its full image. The bottom face now uses the same planar xy UVs as the top face (no horizontal mirror), so the texture is consistent across front, back, and walls.
2026-08-08 15:12:07 +08:00
hypercross dc8127dba1 docs: document image tracing endpoint 2026-08-08 14:51:40 +08:00
hypercross 445dbc1781 feat(proxy): add image tracing endpoint
Add GET /trace which fetches an image, traces it into a vector shape, and returns the result BSON-encoded. Tracing is configurable via mode (alpha, bw, color) and format (shape, svg). The shape format parses the vtracer SVG into an outline/holes polygon matching @tts/mesh's Shape interface.
2026-08-08 14:51:36 +08:00