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# OpenSpec Change: enterprise-gaming-r3f-camera
- **Change ID**: enterprise-gaming-r3f-camera
- **Package**: `@suaveplan/r3f-camera`
- **Category**: gaming/devices
- **Target path**: `gaming/devices/r3f-camera`
- **Status**: PROPOSED
- **Date**: 2026-04-24
---
## Summary
Deliver `@suaveplan/r3f-camera` on the genesis branch from scratch at enterprise quality. The package provides advanced camera controls for React Three Fiber: first-person, third-person follow, cinematic dolly/orbit, top-down, and isometric modes. Each mode is a composable `CameraRig` that drives the Three.js camera; smooth transitions between modes use spring interpolation; a `CameraShake` component applies procedural trauma-based shake. `useCamera()` exposes the active rig and allows programmatic transitions. Genesis adds structured errors, and 100% coverage.
---
## Available workspace deps
`@suaveplan/error`, `@suaveplan/types`, `@suaveplan/timing`, react, `@react-three/fiber`, `@react-three/drei`, three.
---
## Public API surface
```ts
type CameraMode = 'first-person' | 'third-person' | 'cinematic' | 'top-down' | 'isometric'
function CameraRig(props: CameraRigProps): JSX.Element
// mode, target, offset, smoothing, fov
function CameraShake(props: CameraShakeProps): JSX.Element
// trauma, decay, frequency, maxAngle, maxOffset
function useCamera(): CameraContext
// mode, setMode(mode), addTrauma(amount), lookAt(target)
```
---
## File layout
```text
gaming/devices/r3f-camera/
package.json / tsconfig.json / vitest.config.ts
src/
index.ts / error-codes.ts
types/common.ts + md
rigs/
first-person/ (ts + md + test + index)
third-person/ (ts + md + test + index)
top-down/ (ts + md + test + index)
context/camera-provider.tsx + md + test
hooks/use-camera.ts + md + test
components/
CameraRig/ (tsx + md + test + stories + index)
CameraShake/ (tsx + md + test + stories + index)
tests/integration.test.ts
```

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# Tasks: enterprise-gaming-r3f-camera
## 0. Pre-flight (non-negotiable)
- [ ] 0.1 Confirm clean working tree (`git status` reports nothing) and no in-flight worktrees with uncommitted work (`git worktree list` then `git status` in each)
- [ ] 0.2 If any worktrees exist under `.claude/worktrees/`, account for each one: still-active agent, work-pending-merge, or stale-and-prune. Stale worktrees MUST be removed (`git worktree remove`) before opening a new one — code that has been lost twice on main is the failure mode this guards against.
- [ ] 0.3 Confirm the package set in `MANIFEST.md` matches `find packages -maxdepth 3 -name package.json` count. Drift here means a prior change archived without regenerating the manifest.
## Phase 1 — Scaffold
- [ ] Create `gaming/devices/r3f-camera/` (`@suaveplan/r3f-camera`, `0.1.0`, `sideEffects: false`)
## Phase 2 — Types + error codes
- [ ] `src/types/common.ts` + `common.md`
- [ ] `src/error-codes.ts`
## Phase 3 — Camera rigs
- [ ] `src/rigs/first-person/` — FPS rig with mouse look, FOV
- [ ] `src/rigs/third-person/` — follow rig with spring arm, offset
- [ ] `src/rigs/top-down/` — orthographic or perspective top-down
- [ ] Tests + docs for each rig
## Phase 4 — Context + hook
- [ ] `src/context/camera-provider.tsx` — CameraProvider with active rig state
- [ ] `src/hooks/use-camera.ts` — mode, setMode, addTrauma, lookAt
- [ ] Tests + docs
## Phase 5 — Components
- [ ] `CameraRig` — composable rig switcher with spring interpolation
- [ ] `CameraShake` — trauma-based procedural shake (decay, frequency, maxAngle, maxOffset)
- [ ] Tests + Storybook stories for each
## Phase 6 — Integration tests
- [ ] `tests/integration.test.ts` — mode transitions, trauma decay
## Phase 7 — Pre-publish gate
- [ ] `bunx turbo lint typecheck test --filter=@suaveplan/r3f-camera` green
- [ ] 100% coverage
- [ ] Publish: `bun scripts/publish.ts --package @suaveplan/r3f-camera`