cosmo/frontend/src/components/CameraController.tsx

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/**
* CameraController - handles camera movement and focus
*/
import { useEffect, useRef } from 'react';
import { useFrame, useThree } from '@react-three/fiber';
import { Vector3 } from 'three';
import type { CelestialBody } from '../types';
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import { calculateRenderPosition, findParentPlanet } from '../utils/renderPosition';
interface CameraControllerProps {
focusTarget: CelestialBody | null;
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allBodies: CelestialBody[];
onAnimationComplete?: () => void;
}
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export function CameraController({ focusTarget, allBodies, onAnimationComplete }: CameraControllerProps) {
const { camera } = useThree();
const targetPosition = useRef(new Vector3());
const isAnimating = useRef(false);
const animationProgress = useRef(0);
const startPosition = useRef(new Vector3());
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// Track previous focus to detect changes vs updates
const lastFocusId = useRef<string | null>(null);
const lastTargetPos = useRef<Vector3 | null>(null);
useEffect(() => {
if (focusTarget) {
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// Focus on target - use smart rendered position
const renderPos = calculateRenderPosition(focusTarget, allBodies);
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const currentTargetPos = new Vector3(renderPos.x, renderPos.z, renderPos.y); // Note: Y/Z swap in rendering
// Check if we are just updating positions for the same body
if (lastFocusId.current === focusTarget.id && lastTargetPos.current) {
// Same body, position changed (timeline playing)
// Move camera by the same delta to maintain relative view
const delta = new Vector3().subVectors(currentTargetPos, lastTargetPos.current);
camera.position.add(delta);
// Update tracking ref
lastTargetPos.current.copy(currentTargetPos);
return; // Skip animation and reset logic
}
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// New target or first load: Calculate ideal camera position
const pos = focusTarget.positions[0];
const distance = Math.sqrt(pos.x ** 2 + pos.y ** 2 + pos.z ** 2);
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const parentInfo = findParentPlanet(focusTarget, allBodies);
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// Calculate camera position based on target type and context
let offset: number;
let heightMultiplier = 1; // For adjusting vertical position
let sideMultiplier = 1; // For adjusting horizontal offset
if (focusTarget.type === 'planet') {
// For planets, use closer view from above
offset = 4;
heightMultiplier = 1.5;
sideMultiplier = 1;
} else if (focusTarget.type === 'probe') {
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// For probes, determine view based on context
if (parentInfo) {
// Probe near a planet - use closer view to see both probe and planet
offset = 3; // Closer view (was 5)
heightMultiplier = 0.8;
sideMultiplier = 1.2;
} else if (distance < 10) {
// Inner solar system probe (not near a planet)
offset = 5; // Closer view (was 8)
heightMultiplier = 0.6;
sideMultiplier = 1.5;
} else if (distance > 50) {
// Far probes (Voyagers, New Horizons) - need even closer view since they're so far
offset = 4; // Much closer (was 12)
heightMultiplier = 0.8;
sideMultiplier = 1;
} else {
// Medium distance probes
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offset = 6; // Closer view (was 10)
heightMultiplier = 0.8;
sideMultiplier = 1.2;
}
} else {
offset = 10;
heightMultiplier = 1;
sideMultiplier = 1;
}
targetPosition.current.set(
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currentTargetPos.x + (offset * sideMultiplier),
currentTargetPos.y + (offset * heightMultiplier), // already swapped in currentTargetPos? No, currentTargetPos is X, Z, Y world coords.
// Wait, let's look at the original code logic carefully.
// Original: scaledPos.x + offset, scaledPos.z + offset, scaledPos.y + offset
// currentTargetPos is created as (renderPos.x, renderPos.z, renderPos.y).
// In Three.js scene: x=x, y=z(up), z=y(depth) usually?
// Let's verify Scene coordinate system.
// Scene.tsx: controlsTarget = [scaledPos.x, scaledPos.z, scaledPos.y]
// So Y is up in Threejs, but Z is Up in data?
// renderPos (from calculateRenderPosition) usually returns data coords.
// let's stick to the exact mapping used in the original code.
// Original:
// targetPosition.current.set(
// scaledPos.x + (offset * sideMultiplier),
// scaledPos.z + (offset * heightMultiplier),
// scaledPos.y + offset
// );
// So: X_cam = X_data + off
// Y_cam = Z_data + off <-- Y is up in ThreeJS, so Z_data is mapped to Y
// Z_cam = Y_data + off
currentTargetPos.y + (offset * heightMultiplier), // Z_data is in .y of currentTargetPos because we did new Vector3(x, z, y)
currentTargetPos.z + offset // Y_data is in .z of currentTargetPos
);
// Wait, my `currentTargetPos` construction `new Vector3(renderPos.x, renderPos.z, renderPos.y)`
// maps Data X->X, Data Z->Y, Data Y->Z.
// So currentTargetPos.x = Data X
// currentTargetPos.y = Data Z (Up)
// currentTargetPos.z = Data Y (Depth)
// This matches the Scene.tsx controlsTarget `[scaledPos.x, scaledPos.z, scaledPos.y]`.
// So the calculation should be relative to currentTargetPos:
targetPosition.current.set(
currentTargetPos.x + (offset * sideMultiplier),
currentTargetPos.y + (offset * heightMultiplier),
currentTargetPos.z + offset
);
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// Update tracking refs
lastFocusId.current = focusTarget.id;
if (!lastTargetPos.current) {
lastTargetPos.current = new Vector3();
}
lastTargetPos.current.copy(currentTargetPos);
// Start animation
startPosition.current.copy(camera.position);
isAnimating.current = true;
animationProgress.current = 0;
} else {
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// No target - stop any ongoing animation and reset tracking refs.
// Do NOT force camera to return to solar system overview.
// OrbitControls will maintain the current camera position.
if (isAnimating.current) { // If an animation was in progress, stop it.
isAnimating.current = false;
animationProgress.current = 0;
}
lastFocusId.current = null;
lastTargetPos.current = null;
}
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}, [focusTarget, allBodies, camera]);
useFrame((_, delta) => {
if (isAnimating.current) {
// Smooth animation using easing
animationProgress.current += delta * 0.8; // Animation speed
if (animationProgress.current >= 1) {
animationProgress.current = 1;
isAnimating.current = false;
if (onAnimationComplete) onAnimationComplete();
}
// Easing function (ease-in-out)
const t = animationProgress.current;
const eased = t < 0.5 ? 2 * t * t : -1 + (4 - 2 * t) * t;
// Interpolate camera position
camera.position.lerpVectors(startPosition.current, targetPosition.current, eased);
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// Look at target - use smart rendered position (only during animation)
if (focusTarget) {
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const renderPos = calculateRenderPosition(focusTarget, allBodies);
camera.lookAt(renderPos.x, renderPos.z, renderPos.y);
} else {
camera.lookAt(0, 0, 0);
}
}
// After animation completes, OrbitControls will take over
});
return null;
}