t2-mapper/src/components/Camera.tsx

41 lines
1.6 KiB
TypeScript

import { useEffect, useId, useMemo } from "react";
import { Quaternion, Vector3 } from "three";
import { useCameras } from "./CamerasProvider";
import type { CameraEntity } from "../state/gameEntityTypes";
export function Camera({ entity }: { entity: CameraEntity }) {
const { registerCamera, unregisterCamera } = useCameras();
const id = useId();
const dataBlock = entity.cameraDataBlock;
const position = useMemo(
() => (entity.position ? new Vector3(...entity.position) : new Vector3()),
[entity.position],
);
const rotation = useMemo(
() =>
entity.rotation ? new Quaternion(...entity.rotation) : new Quaternion(),
[entity.rotation],
);
useEffect(() => {
if (dataBlock === "Observer") {
const camera = { id, position, rotation };
registerCamera(camera);
return () => {
unregisterCamera(camera);
};
}
}, [id, dataBlock, registerCamera, unregisterCamera, position, rotation]);
// 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;
}