ADDED Requirements
Requirement: Provide a new chip floor component in the three.js pipeline
The system SHALL provide a new shader-driven component that renders a floor-ready chip-surface effect inside the existing tresjs / three preview pipeline.
Scenario: Render the component with defaults
- WHEN the new component is rendered with default parameters
- THEN it MUST display a visible chip-floor effect on a circular ground footprint
- AND it MUST render through three.js shader logic rather than DOM or CSS effects
Requirement: Preserve the reference shader language with minimal adaptation
The component MUST preserve shader-friendly equivalents of the reference source's chip split pattern, trench glow, moving data trails, neon particles, and silicon dot texture, while adapting the rendering to a top-down floor material driven by the outer scene camera.
Scenario: Show the reference-style motion
- WHEN the component animation is running
- THEN it MUST show trench glow, long data trails, and particle dots without requiring user input
Scenario: Avoid loose reinterpretation
- WHEN the component implementation is inspected
- THEN the core shader flow MUST remain recognizably derived from
chip-floor-codepen.js
- AND large visual substitutions MUST NOT replace the supplied shader logic
Requirement: Expose the remaining reference control groups
The component MUST expose the tunable values from the reference Architecture, Silicon Texture, Data Trails (Long), Neon Particles (Dots), and Colors groups, plus a service-level size control.
Scenario: Adjust service controls
- WHEN a developer changes size, architecture, silicon texture, trail, particle, or color props
- THEN the floor MUST update without requiring a remount
Scenario: Remove camera and performance controls from the exposed config
- WHEN a developer opens the service config panel for the component
- THEN the panel MUST NOT expose the reference
Camera & Zoom controls
- AND the panel MUST NOT expose the reference
Quality & Performance controls
Scenario: Let the service scene camera control the viewing angle
- WHEN the component is previewed or placed in a scene
- THEN the visible viewing angle MUST come from the outer tresjs scene camera
- AND the shader MUST NOT create its own internal camera flight view
Requirement: Use a circular ground footprint with a soft disappearing boundary
The component MUST sit flat on the ground by default, appear as a circular floor surface, and fade toward transparency before the outer edge becomes visually hard.
Scenario: Place the component on the floor
- WHEN the service loads the component with its default object transform
- THEN it MUST sit in a ground-friendly orientation without extra preview wiring
Scenario: Fade the outer edge
- WHEN the chip-floor pattern reaches the outer area of the geometry
- THEN the visible color and alpha MUST soften toward transparency so the floor feels broader than a hard circular cutout
Requirement: Clamp invalid values safely
The component MUST clamp or fallback invalid numeric and color inputs so the shader continues rendering.
Scenario: Pass extreme values
- WHEN a developer passes invalid or extreme values into the component props
- THEN the component MUST clamp them to safe ranges and keep rendering