Shared memory and context tools for agentic work.
Code Rooms
import { useRef, useMemo } from "react";
import { useFrame, useThree } from "@react-three/fiber";
import * as THREE from "three";
export interface CameraRigProps {
/** World-space camera positions to visit, in order */
targets: [number, number, number][];
/** Point the camera looks toward — default [0,0,0] */
lookAt?: [number, number, number];
/** Seconds between waypoint advances */
secondsPerWaypoint?: number;
/** Spring constant — higher = faster response */
spring?: number;
/** Velocity damping factor — lower = more overshoot */
damping?: number;
/** Amplitude of micro-noise for organic drift */
noiseAmp?: number;
}
/**
* Spring-physics camera that visits a list of waypoints.
* Uses velocity accumulation + damping for natural ease-in / ease-out.
* Adds prime-frequency micro-noise to prevent "locked on rails" feel.
*/
export function CameraRig({
targets,
lookAt = [0, 0, 0],
secondsPerWaypoint = 8,
spring = 0.038,
damping = 0.84,
noiseAmp = 0.06,
}: CameraRigProps) {
const { camera } = useThree();
const vecs = useMemo(() => targets.map((t) => new THREE.Vector3(...t)), []);
const lookAtVec = useMemo(() => new THREE.Vector3(...lookAt), []);
const vel = useRef(new THREE.Vector3());
const smoothLookAt = useRef(new THREE.Vector3(...lookAt));
const waypointIdx = useRef(0);
const nextChange = useRef(secondsPerWaypoint);
const delta3 = useRef(new THREE.Vector3());
useFrame(({ clock, camera: cam }) => {
const t = clock.getElapsedTime();
// Advance waypoint on schedule
if (t >= nextChange.current) {
waypointIdx.current = (waypointIdx.current + 1) % vecs.length;
nextChange.current = t + secondsPerWaypoint;
// Spring force toward current target
delta3.current.subVectors(vecs[waypointIdx.current], cam.position);
vel.current.addScaledVector(delta3.current, spring);
vel.current.multiplyScalar(damping);
cam.position.add(vel.current);
// Prime-frequency micro-noise — feels organic, never repeats
if (noiseAmp > 0) {
cam.position.x += Math.sin(t * 0.19 + 1.3) * noiseAmp * 0.4;
cam.position.y += Math.sin(t * 0.13 + 0.7) * noiseAmp * 0.25;
cam.position.z += Math.sin(t * 0.11 + 2.1) * noiseAmp * 0.15;
// Smooth lookAt
smoothLookAt.current.lerp(lookAtVec, 0.04);
cam.lookAt(smoothLookAt.current);
});
return null;