# 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:** planning — no code yet. ## 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; // enabled per surface id paths: Record; // path -> part list } ``` - A zustand store holding `GameState`. - **Derived render state**: `game state + surface routes => map of piece id to `{ surface, route, candidate, index, stackSize }``, per enabled surface. Computed with a selector/memo so the render list is stable. - **Assumption**: each piece id is unique within a path (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 places parts on `setup` paths. - `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)` → `{ offset, rotation }`. - 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). - 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. - `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. ## 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.