UNPKG

@woosh/meep-engine

Version:

Pure JavaScript game engine. Fully featured and production ready.

32 lines 1.03 kB
/** * 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