From bd788182d3d7bd3aa3f91c0b5e41ac4eb7f728cb Mon Sep 17 00:00:00 2001
From: =?UTF-8?q?Cl=C3=A9ment=20SAILLANT?=
<108685187+electron-rare@users.noreply.github.com>
Date: Mon, 30 Mar 2026 16:11:47 +0000
Subject: [PATCH] fix: camera distances in mm units (200mm overview, 80mm
close)
---
src/components/WebGLBackground.tsx | 38 +++++++++++++++---------------
1 file changed, 19 insertions(+), 19 deletions(-)
diff --git a/src/components/WebGLBackground.tsx b/src/components/WebGLBackground.tsx
index ed09903..51eef08 100644
--- a/src/components/WebGLBackground.tsx
+++ b/src/components/WebGLBackground.tsx
@@ -375,25 +375,25 @@ function CameraLight() {
useFrame(() => {
if (!lightRef.current) return;
lightRef.current.position.copy(camera.position);
- lightRef.current.position.y += 0.01;
+ lightRef.current.position.y += 15;
});
return (
-
+
);
}
/* ---------- Camera — orbits around PCB, zooms on scroll ---------- */
-// PCB at scale=1 is in mm (~80mm board). Camera distances in mm too.
+// PCB at scale=1 in mm. Board ~80x60mm. Camera needs to be ~200mm away for overview.
const CAMERA_STOPS = [
- { scroll: 0.00, pos: [0, 0.15, 0.12], look: [0, 0, 0] }, // Overview — full board
- { scroll: 0.12, pos: [0.04, 0.06, -0.01], look: [0.03, 0, -0.02] }, // MCU zone (close)
- { scroll: 0.28, pos: [-0.03, 0.06, 0], look: [-0.03, 0, -0.01] }, // Analog zone
- { scroll: 0.42, pos: [0.03, 0.06, 0.03], look: [0.02, 0, 0.03] }, // Power zone
- { scroll: 0.56, pos: [-0.03, 0.06, 0.03], look: [-0.03, 0, 0.03] }, // Formation zone
- { scroll: 0.70, pos: [0, 0.07, -0.04], look: [0, 0, -0.03] }, // Missions zone
- { scroll: 0.85, pos: [0, 0.04, 0.01], look: [0, 0, 0.005] }, // Contact zone (close)
- { scroll: 1.00, pos: [0, 0.18, 0.1], look: [0, 0, 0] }, // Pull back overview
+ { scroll: 0.00, pos: [0, 200, 150], look: [0, 0, 0] }, // Overview — full board
+ { scroll: 0.12, pos: [40, 80, -10], look: [30, 0, -15] }, // MCU zone
+ { scroll: 0.28, pos: [-35, 80, 0], look: [-30, 0, -10] }, // Analog zone
+ { scroll: 0.42, pos: [35, 80, 30], look: [25, 0, 25] }, // Power zone
+ { scroll: 0.56, pos: [-35, 80, 30], look: [-30, 0, 25] }, // Formation zone
+ { scroll: 0.70, pos: [0, 90, -40], look: [0, 0, -30] }, // Missions zone
+ { scroll: 0.85, pos: [0, 50, 10], look: [0, 0, 5] }, // Contact zone (close)
+ { scroll: 1.00, pos: [0, 250, 150], look: [0, 0, 0] }, // Pull back overview
];
function OrbitCamera() {
@@ -416,10 +416,10 @@ function OrbitCamera() {
const t = range > 0 ? (s - a.scroll) / range : 0;
const ease = t * t * (3 - 2 * t);
- const tx = a.pos[0] + (b.pos[0] - a.pos[0]) * ease + pointer.x * 0.015;
- const ty = a.pos[1] + (b.pos[1] - a.pos[1]) * ease + pointer.y * 0.005;
+ const tx = a.pos[0] + (b.pos[0] - a.pos[0]) * ease + pointer.x * 20;
+ const ty = a.pos[1] + (b.pos[1] - a.pos[1]) * ease + pointer.y * 8;
const tz = a.pos[2] + (b.pos[2] - a.pos[2]) * ease;
- const lx = a.look[0] + (b.look[0] - a.look[0]) * ease + pointer.x * 0.003;
+ const lx = a.look[0] + (b.look[0] - a.look[0]) * ease + pointer.x * 5;
const ly = a.look[1] + (b.look[1] - a.look[1]) * ease;
const lz = a.look[2] + (b.look[2] - a.look[2]) * ease;
@@ -478,18 +478,18 @@ export default function WebGLBackground() {
aria-hidden="true"
>