# 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`