spec.md 3.4 KB

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