@woosh/meep-engine
Version:
Pure JavaScript game engine. Fully featured and production ready.
32 lines • 1.03 kB
TypeScript
/**
* Based on a 2016 GDC talk by Squirrel Eiserloh "Math for Game Programmers: Juicing Your Cameras With Math"
*/
export class CameraShake {
time: number;
/**
* Shake rotational limits, yaw, pitch and roll
* @type {Vector3}
*/
limitsRotation: Vector3;
/**
* Shake offset limits
* @type {Vector3}
*/
limitsOffset: Vector3;
noiseRotataionX: (x: number, y: number) => number;
noiseRotataionY: (x: number, y: number) => number;
noiseRotataionZ: (x: number, y: number) => number;
noiseOffsetX: (x: number, y: number) => number;
noiseOffsetY: (x: number, y: number) => number;
noiseOffsetZ: (x: number, y: number) => number;
/**
*
* @param {number} value between 0 and 1
* @param {number} time
* @param {Vector3} offset
* @param {Vector3} rotation
*/
read(value: number, time: number, offset: Vector3, rotation: Vector3): void;
}
import Vector3 from "../../../core/geom/Vector3.js";
//# sourceMappingURL=CameraShake.d.ts.map