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@awayjs/scene

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import { Vector3D } from '@awayjs/core'; import { DisplayObject } from '../display/DisplayObject'; import { LookAtController } from '../controllers/LookAtController'; /** * Uses spring physics to animate the target object towards a position that is * defined as the lookAtTarget object's position plus the vector defined by the * positionOffset property. */ export declare class SpringController extends LookAtController { private _velocity; private _dv; private _stretch; private _force; private _acceleration; private _desiredPosition; /** * Stiffness of the spring, how hard is it to extend. The higher it is, the more "fixed" the cam will be. * A number between 1 and 20 is recommended. */ stiffness: number; /** * Damping is the spring internal friction, * or how much it resists the "boinggggg" effect. Too high and you'll lose it! * A number between 1 and 20 is recommended. */ damping: number; /** * Mass of the camera, if over 120 and it'll be very heavy to move. */ mass: number; /** * Offset of spring center from target in target object space, * ie: Where the camera should ideally be in the target object space. */ positionOffset: Vector3D; constructor(targetObject?: DisplayObject, lookAtObject?: DisplayObject, stiffness?: number, mass?: number, damping?: number); update(interpolate?: boolean): void; } //# sourceMappingURL=SpringController.d.ts.map