improve globe transition#9
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Quick-patch variant: keep current container layout animation but - bump duration 200ms → 280ms with cubic-bezier(0.32, 0.72, 0, 1) - add will-change for compositor hint - drop the spurious 'transform 200ms ease' (no transform applied) - replace the 220ms mount-toggle for the atmosphere halo with a tween that drives a shader uOpacity uniform, fading in sync with the shrink
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| Status | Name | Latest Commit | Preview URL | Updated (UTC) |
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May 18 2026, 11:18 AM |
Pass an `interactive` flag from SceneContent (= isExplorePage) down to Globe so country clicks, hover highlights, and haptic feedback only fire when the globe is in fullscreen mode. In mini/navbar mode the container's onclick (go home) is the only interaction.
- Bump container/Tween duration from 280ms to 380ms so the shrink/expand reads as deliberate instead of snappy. - Replace oncreate ref + $effect with Threlte's nested dash-syntax binding (uniforms-uOpacity-value), which reactively pushes the tween value onto material.uniforms.uOpacity.value every change. The prior ref capture wasn't propagating, leaving uOpacity at 0 so the atmosphere stayed invisible.
Fire a light haptic pulse before navigating home from the navbar mini-globe, matching the rest of the navbar/menu buttons.
Threlte's nested dash-syntax (uniforms-uOpacity-value) didn't push the
tween value onto the live ShaderMaterial here, so the halo rendered at
its initial uOpacity (effectively 0) and was invisible in the navbar.
Capture the material via bind:ref and mutate uniforms.uOpacity.value
from an $effect. Mesh stays mounted with visible={opacity > 0} instead
of conditional remount, so the material ref survives the first tween
tick.
Threlte's reactive uniforms / bind:ref pattern did not reliably push the
tween value through to the live ShaderMaterial — the halo rendered at
its initial uOpacity (0) and stayed invisible in the navbar.
Build the THREE.ShaderMaterial in JS (with uOpacity declared in
uniforms) and attach it to the halo mesh via <T is={...} attach="material">.
A single $effect mutates uniforms.uOpacity.value whenever the
atmosphereOpacity prop changes, so the fade follows the layout tween
deterministically. visible={atmosphereOpacity > 0} avoids drawing an
invisible mesh on the explore view.
…n on / Bump CAMERA_DISTANCE 2.5 → 3.2 so the explore view frames the globe with a bit more breathing room.
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