Files
tts-workshop/docs/bgm-tabletop-plan.md
T
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

177 lines
7.6 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# 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:** items 18 implemented and the full tabletop scene is wired into
> the web app's setup detail route (`/bgm/:id/setups/:type/:setup`). The
> part-inspection route renders `PartView` from the library.
## 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<string, boolean>; // enabled per surface id
paths: Record<string, string[]>; // 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)` → `{ x, y, rotation, z, tilt }`.
- 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).
- `z` ramps linearly from `zStart` to `zEnd` across the curve's span; `tilt`
rotates each shown part about its local Y (long) axis.
- 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, z ramp,
tilt.
- `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.