Call out that the tabletop and engine package split is not yet landed, add a status note to tabletop.md, and drop the retired WIP banner in bgm-loader.md.
3.8 KiB
bgm-tabletop
Status: Implemented (items 1–8 of the plan). A few features below are designed but not yet wired (commands, HUD rendering); see §5 and
../status/bgm-tabletop.md.
An r3f-based interactive component library for working with bgm
board games. It is used in the web app's bgm inspector routes.
1. stack
react - react, react router, tailwind v4
r3f - r3f, drei, postprocessing
zustand - for state management
2. states
source-of-truth game state:
{
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
}
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, facing } for rendering on a surface. keys of this map makes a stable render list.
route- the matched route.candidate- the matched candidate for a:paramroute, carrying its anchorx/y/rotation. absent for routes without candidates.index- the piece's position in its path's stack.stackSize- the number of pieces on the path.facing- how the piece is oriented on the board (face/back/standing).
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.
3. components
SetupLoaderside effect only component that seeds the game state with setup (enabled surfaces + part placement).WorldSurfaceViewmounts a surface to world space.HudSurfaceViewmounts a surface to hud space.PartPlacementa stable per-part component that positions a part on a surface location. uses the stacking hook (below) to apply the route's stacking strategy.PartViewused inPartPlacement, creates a mesh from part definition. a standalone component library, so it reuses geometry/shape code from@tts/meshrather than the web app's viewers.
4. stacking
the format's stacking strategy (curve / limit / align / steps / tilt / zStart / zEnd, see 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 rotation about the card's local Y (long) axis, applied to every part. PartPlacement consumes it.
5. commands
Scripted interaction — focus, tap-to-advance, move, caption — is built on an
async command layer. See commands.md for command
execution (lifecycle, run contexts, tap interaction), and
engine.md for the message layer above it (the queue,
triggers, and orchestrators that declare and fire commands).
6. usage
- we will inspect individual parts with
PartViewin the web app's part inspection route. - as a library, the public surface is the components above: mount a surface with
WorldSurfaceView/HudSurfaceView, seed state withSetupLoader, and letPartPlacement/PartViewrender the pieces. the web app is one consumer; the library should not assume the web app's routes or store. - a surface is mounted only when enabled; a disabled surface is not rendered.