New Research: Supply Chain Attack on Axios Pulls Malicious Dependency from npm.Details →
Socket
Book a DemoSign in
Socket

camera-shake

Package Overview
Dependencies
Maintainers
1
Versions
2
Alerts
File Explorer

Advanced tools

Socket logo

Install Socket

Detect and block malicious and high-risk dependencies

Install

camera-shake

Behavior class for BabylonJS that adds camera shake effect with various parameters

latest
Source
npmnpm
Version
1.0.2
Version published
Maintainers
1
Created
Source

CameraShake

CameraShake is a behavior class for BabylonJS that adds camera shake effect with various parameters.

In this example you can see the camera shake effect when the camera is close to the red cube.

https://user-images.githubusercontent.com/2697890/226104576-baeed72e-7f05-4f1c-9c19-60b52358b1c3.mp4

Installation

To install CameraShake, simply run:

npm install camera-shake

Usage

Here's an example of how to use CameraShake:

import { SceneLoader } from '@babylonjs/core';
import { CameraShake, CameraShakeOptions } from 'camera-shake';

SceneLoader.Append('/assets/', 'myScene.gltf', this.scene, scene => {
  // Find a camera
  const myCam = scene.getCameraByName('myCam');

  if (myCam) {
    // Attach behavior to camera
    const cameraShakeOptions: CameraShakeOptions = {
      amplitude: new Vector3(0, 0.1, 0),
      frequency: new Vector3(0, 1, 0),
      rotation: new Vector3(0, 0.01, 0),
      rotationFrequency: new Vector3(0, 0.5, 0),
    };
    const cameraShake = new CameraShake(cameraShakeOptions);
    myCam.addBehavior(cameraShake);
  }
});

You can combine CameraShake with PropertyDistanceAttractor to make a camera shake when the camera is close to some shake attractor.

const cameraShakeOptions: CameraShakeOptions = {
  amplitude: new Vector3(0, 0, 0),
  frequency: new Vector3(0, 0, 0),
  rotation: new Vector3(0, 0, 0),
  rotationFrequency: new Vector3(0, 0, 0),
};
const cameraShake = new CameraShake(cameraShakeOptions);
myCam.addBehavior(cameraShake);

const shakeAttractor = scene.getMeshByName('shakeAttractor');
if (shakeAttractor) {
  const propertyDistanceAttractor = new PropertyDistanceAttractor<CameraShakeOptions>({
    distance: [1, 5],
    target: animatableNode as unknown as TransformNode,
    closest: {
      amplitude: new Vector3(0.05, 0.05, 0.05),
      frequency: new Vector3(0.1, 0.1, 0.1),
      rotation: new Vector3(0, 0.3, 0),
      rotationFrequency: new Vector3(0, 10, 0),
    },
    farthest: {
      amplitude: new Vector3(0, 0, 0),
      frequency: new Vector3(0, 0, 0),
      rotation: new Vector3(0, 0, 0),
      rotationFrequency: new Vector3(0, 0, 0),
    },
    updatableValue: cameraShakeOptions,
  });
  shakeAttractor.addBehavior(propertyDistanceAttractor);
}

And you can make a walking camera shake effect with the following code:

// Walking camera settings, but with zero influence by default
const cameraShakeOptions: CameraShakeOptions = {
  shakePattern: 'sin',
  amplitude: new Vector3(0.1, 0.1, 0),
  frequency: new Vector3(3, 9, 0),
  rotation: new Vector3(0.01, 0, 0),
  rotationFrequency: new Vector3(9, 1, 0),
  influence: 0,
};
const cameraShake = new CameraShake(cameraShakeOptions);
camera.addBehavior(cameraShake);

// Initialize variables to track camera movement
let previousPosition = camera.position.clone();
let previousTime = performance.now();

this.scene.onBeforeRenderObservable.add(function() {
  // Calculate time difference and distance moved since last frame
  const currentTime = performance.now();
  const timeDiff = currentTime - previousTime;
  const distanceMoved = Vector3.Distance(camera.position, previousPosition);

  // Calculate speed in units per second
  const speed = distanceMoved / (timeDiff / 1000);

  // Set cameraShakeOptions.influence relative to camera speed
  const cameraSpeedMax = 4;
  cameraShakeOptions.influence = Math.min(speed / cameraSpeedMax, 1);

  // Update the previous position and time
  previousPosition.copyFrom(camera.position);
  previousTime = currentTime;
});

Options

  • shakePattern - 'perlin' or 'sin'. Default is 'perlin'.
  • amplitude - Amplitude of the shake, number or Vector3. Default is 0.
  • frequency - Frequency of the shake, number or Vector3. Default is 0.
  • frequencyOffset - Frequency offset of the shake, number or Vector3. Default is Math.random().
  • rotation - Rotation of the shake, number or Vector3. Default is 0.
  • rotationFrequency - Rotation frequency of the shake, number or Vector3. Default is 0.
  • rotationFrequencyOffset - Rotation frequency offset of the shake, number or Vector3. Default is Math.random().
  • speed - Speed of the shake. Default is 1.
  • influence - Influence of the shake. Default is 1.
  • onBeforeUpdate - Callback function that is called before updating the shake. Default is null.

Contributing

Contributions are welcome! If you'd like to contribute to this project, please follow the standard Gitflow workflow and submit a pull request.

Relative resources

Keywords

babylonjs

FAQs

Package last updated on 18 Mar 2023

Did you know?

Socket

Socket for GitHub automatically highlights issues in each pull request and monitors the health of all your open source dependencies. Discover the contents of your packages and block harmful activity before you install or update your dependencies.

Install

Related posts