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nanobot/webui/src/components/thread/thread-camera.ts
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TypeScript

interface ThreadCameraMotionProfile {
/**
* Time constant for the ease-out chase. Smaller values react faster; the
* camera closes roughly 95% of an uncapped distance in three time constants.
*/
responseTimeMs: number;
/** Prevents a long explicit navigation from turning into a one-frame jump. */
maxSpeedPxPerSecond: number;
/** Avoids spending frames chasing sub-pixel layout noise. */
settleDistancePx: number;
/** Limits catch-up after a throttled or backgrounded animation frame. */
maxFrameDeltaMs: number;
}
const THREAD_CAMERA_NAVIGATION_MOTION: Readonly<ThreadCameraMotionProfile> = {
responseTimeMs: 110,
maxSpeedPxPerSecond: 12_000,
settleDistancePx: 0.5,
maxFrameDeltaMs: 50,
};
const THREAD_CAMERA_REDUCED_NAVIGATION_MOTION: Readonly<ThreadCameraMotionProfile> = {
responseTimeMs: 45,
maxSpeedPxPerSecond: 24_000,
settleDistancePx: 0.5,
maxFrameDeltaMs: 50,
};
export interface ThreadCameraViewport {
scrollTop: number;
scrollTo?: (options?: ScrollToOptions) => void;
}
export interface ThreadCameraScheduler {
request: (callback: FrameRequestCallback) => number;
cancel: (id: number) => void;
now: () => number;
}
export type ThreadCameraFollowResult = "started" | "retargeted" | "settled";
interface ThreadCameraOptions {
scheduler?: ThreadCameraScheduler;
prefersReducedMotion?: () => boolean;
}
/**
* A time-based ease-out chase rather than a start/end tween. The target can
* move during explicit history navigation without restarting a duration or
* adding another frame loop.
*/
function easeOutChase(
current: number,
target: number,
deltaSeconds: number,
profile: Pick<ThreadCameraMotionProfile, "responseTimeMs" | "maxSpeedPxPerSecond">,
): number {
const distance = target - current;
const responseSeconds = Math.max(0.001, profile.responseTimeMs / 1000);
const timeStep = Math.max(0.001, deltaSeconds);
const easeOutFraction = 1 - Math.exp(-timeStep / responseSeconds);
const uncappedStep = distance * easeOutFraction;
const maxStep = Math.max(0, profile.maxSpeedPxPerSecond) * timeStep;
const step = Math.max(-maxStep, Math.min(maxStep, uncappedStep));
return current + step;
}
function defaultScheduler(): ThreadCameraScheduler {
return {
request: (callback) => window.requestAnimationFrame(callback),
cancel: (id) => window.cancelAnimationFrame(id),
now: () => performance.now(),
};
}
function defaultPrefersReducedMotion(): boolean {
return typeof window !== "undefined"
&& typeof window.matchMedia === "function"
&& window.matchMedia("(prefers-reduced-motion: reduce)").matches;
}
export class ThreadCameraController {
private readonly getViewport: () => ThreadCameraViewport | null;
private readonly scheduler: ThreadCameraScheduler;
private readonly prefersReducedMotion: () => boolean;
private frameId: number | null = null;
private phase: "idle" | "following" = "idle";
private target = 0;
private lastTimestamp: number | null = null;
constructor(
getViewport: () => ThreadCameraViewport | null,
options: ThreadCameraOptions = {},
) {
this.getViewport = getViewport;
this.scheduler = options.scheduler ?? defaultScheduler();
this.prefersReducedMotion = options.prefersReducedMotion ?? defaultPrefersReducedMotion;
}
isFollowing(): boolean {
return this.phase === "following";
}
jumpTo(top: number): void {
const viewport = this.getViewport();
if (!viewport) return;
this.cancel();
this.target = Math.max(0, top);
this.write(viewport, this.target);
}
/**
* Automatic follow is a layout constraint, not navigation. Resolve it in
* the geometry frame so streamed content and viewport resizing cannot build
* up hidden travel below the visible tail.
*/
followTo(top: number): ThreadCameraFollowResult | null {
const viewport = this.getViewport();
if (!viewport) return null;
this.cancel();
this.target = Math.max(0, top);
this.write(viewport, this.target);
return "settled";
}
navigateTo(top: number): ThreadCameraFollowResult | null {
return this.moveTo(top);
}
private moveTo(top: number): ThreadCameraFollowResult | null {
const viewport = this.getViewport();
if (!viewport) return null;
const current = viewport.scrollTop;
this.target = Math.max(0, top);
const motion = this.currentMotion();
if (this.phase === "following") {
return "retargeted";
}
if (Math.abs(this.target - current) <= motion.settleDistancePx) {
this.write(viewport, this.target);
return "settled";
}
this.phase = "following";
this.lastTimestamp = this.scheduler.now();
this.frameId = this.scheduler.request(this.advance);
return "started";
}
cancel(): void {
if (this.frameId !== null) {
this.scheduler.cancel(this.frameId);
this.frameId = null;
}
this.phase = "idle";
this.lastTimestamp = null;
}
dispose(): void {
this.cancel();
}
private readonly advance = (timestamp: number): void => {
this.frameId = null;
const viewport = this.getViewport();
if (!viewport || this.phase !== "following") {
this.cancel();
return;
}
const motion = this.currentMotion();
const previousTimestamp = this.lastTimestamp ?? timestamp - (1000 / 60);
const deltaMs = Math.min(
motion.maxFrameDeltaMs,
Math.max(1, timestamp - previousTimestamp),
);
this.lastTimestamp = timestamp;
const current = viewport.scrollTop;
const remainingDistance = this.target - current;
if (Math.abs(remainingDistance) <= motion.settleDistancePx) {
this.write(viewport, this.target);
this.phase = "idle";
this.lastTimestamp = null;
return;
}
const deltaSeconds = deltaMs / 1000;
const easedTop = easeOutChase(
current,
this.target,
deltaSeconds,
motion,
);
// Some browsers quantize scrollTop writes to whole pixels. Keep the
// ease-out curve, but never let its subpixel tail round back to the same
// position forever.
const minimumStep = Math.min(1, Math.abs(remainingDistance));
const nextTop =
Math.abs(easedTop - current) < minimumStep
? current + Math.sign(remainingDistance) * minimumStep
: easedTop;
const settled = Math.abs(this.target - nextTop) <= motion.settleDistancePx;
this.write(viewport, settled ? this.target : nextTop);
if (settled) {
this.phase = "idle";
this.lastTimestamp = null;
return;
}
this.frameId = this.scheduler.request(this.advance);
};
private currentMotion(): ThreadCameraMotionProfile {
return this.prefersReducedMotion()
? THREAD_CAMERA_REDUCED_NAVIGATION_MOTION
: THREAD_CAMERA_NAVIGATION_MOTION;
}
private write(viewport: ThreadCameraViewport, top: number): void {
try {
viewport.scrollTop = top;
} catch {
try {
viewport.scrollTo?.({ top, behavior: "auto" });
} catch {
// Test DOMs can expose read-only scrollTop; browsers keep this writable.
}
}
}
}