import { useEffect, useId, useMemo } from "react"; import { useCameras } from "./CamerasProvider"; import type { TorqueObject } from "../torqueScript"; import { getPosition, getProperty, getRotation } from "../mission"; import { Vector3 } from "three"; export function Camera({ object }: { object: TorqueObject }) { const { registerCamera, unregisterCamera } = useCameras(); const id = useId(); const dataBlock = getProperty(object, "dataBlock"); const position = useMemo(() => getPosition(object), [object]); const q = useMemo(() => getRotation(object), [object]); useEffect(() => { if (dataBlock === "Observer") { const camera = { id, position: new Vector3(...position), rotation: q }; registerCamera(camera); return () => { unregisterCamera(camera); }; } }, [id, dataBlock, registerCamera, unregisterCamera, position, q]); // Maps can define preset observer camera locations. You should be able to jump // to an observer camera position and then fly around from that starting point // But, we wouldn't want the user to take control of the actual camera's // position, because then if you want to cycle back through them again, the // "fixed" camera location has moved. There are multiple approaches to fixing // this: make Camera render an actual PerspectiveCamera, switch it when cycling, // but clone a new "flying" camera when the user moves. The other is to not // have multiple cameras at all, but rather update the default camera with // new position information when cycling. This uses the latter approach. return null; }