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<!DOCTYPE html> | ||
<html> | ||
<head> | ||
<meta charset="utf-8"> | ||
<meta name="viewport" content="width=device-width"> | ||
<title>=^.^=</title> | ||
<link rel="stylesheet" href="./style.css"> | ||
</head> | ||
<body> | ||
<div class="info"> | ||
<p><a href="https://github.com/yomotsu/camera-controls">GitHub repo</a></p> | ||
<button type="button" onclick="cameraShale0.shake()">shake 1</button> | ||
<button type="button" onclick="cameraShale1.shake()">shake 2</button> | ||
<button type="button" onclick="cameraShale2.shake()">shake 3</button> | ||
</div> | ||
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<script src="https://unpkg.com/three@0.118.3/build/three.min.js"></script> | ||
<script src="../dist/camera-controls.js"></script> | ||
<script> | ||
CameraControls.install( { THREE: THREE } ); | ||
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const width = window.innerWidth; | ||
const height = window.innerHeight; | ||
const clock = new THREE.Clock(); | ||
const scene = new THREE.Scene(); | ||
const camera = new THREE.PerspectiveCamera( 60, width / height, 0.01, 100 ); | ||
camera.position.set( 0, 0, 5 ); | ||
const renderer = new THREE.WebGLRenderer(); | ||
renderer.setSize( width, height ); | ||
document.body.appendChild( renderer.domElement ); | ||
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const cameraControls = new CameraControls( camera, renderer.domElement ); | ||
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const mesh = new THREE.Mesh( | ||
new THREE.BoxGeometry( 1, 1, 1 ), | ||
new THREE.MeshBasicMaterial( { color: 0xff0000, wireframe: true } ) | ||
); | ||
scene.add( mesh ); | ||
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const gridHelper = new THREE.GridHelper( 50, 50 ); | ||
gridHelper.position.y = - 1; | ||
scene.add( gridHelper ); | ||
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renderer.render( scene, camera ); | ||
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( function anim () { | ||
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const delta = clock.getDelta(); | ||
const elapsed = clock.getElapsedTime(); | ||
const updated = cameraControls.update( delta ); | ||
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// if ( elapsed > 30 ) { return; } | ||
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requestAnimationFrame( anim ); | ||
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if ( updated ) { | ||
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renderer.render( scene, camera ); | ||
console.log( 'rendered' ); | ||
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} | ||
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} )(); | ||
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const ONE_SECOND = 1000; | ||
const FPS = 60; | ||
const _vec3a = new THREE.Vector3(); | ||
const _vec3b = new THREE.Vector3(); | ||
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class CameraShake { | ||
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// frequency: cycle par sec | ||
constructor( cameraControls, duration = ONE_SECOND, frequency = 10, strength = 1 ) { | ||
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this._cameraControls = cameraControls; | ||
this._duration = duration; | ||
this.strength = strength; | ||
this._noiseX = makePNoise1D( duration / ONE_SECOND * frequency, duration / ONE_SECOND * FPS ); | ||
this._noiseY = makePNoise1D( duration / ONE_SECOND * frequency, duration / ONE_SECOND * FPS ); | ||
this._noiseZ = makePNoise1D( duration / ONE_SECOND * frequency, duration / ONE_SECOND * FPS ); | ||
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this._lastOffsetX = 0; | ||
this._lastOffsetY = 0; | ||
this._lastOffsetZ = 0; | ||
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} | ||
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shake() { | ||
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const startTime = performance.now(); | ||
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const anim = () => { | ||
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const elapsedTime = performance.now() - startTime; | ||
const frameNumber = ( elapsedTime / ONE_SECOND * FPS ) | 0; | ||
const progress = elapsedTime / this._duration; | ||
const ease = sineOut( 1 - progress ); | ||
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if ( progress >= 1 ) { | ||
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// this._cameraControls.setPosition( | ||
// _vec3a.x - this._lastOffsetX, | ||
// _vec3a.y - this._lastOffsetY, | ||
// _vec3a.z - this._lastOffsetZ, | ||
// false | ||
// ); | ||
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this._cameraControls.setTarget( | ||
_vec3b.x - this._lastOffsetX, | ||
_vec3b.y - this._lastOffsetY, | ||
_vec3b.z - this._lastOffsetZ, | ||
false | ||
); | ||
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this._lastOffsetX = 0; | ||
this._lastOffsetY = 0; | ||
this._lastOffsetZ = 0; | ||
return; | ||
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} | ||
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requestAnimationFrame( anim ); | ||
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// this._cameraControls.getPosition( _vec3a ); | ||
this._cameraControls.getTarget( _vec3b ); | ||
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const offsetX = this._noiseX[ frameNumber ] * this.strength * ease; | ||
const offsetY = this._noiseY[ frameNumber ] * this.strength * ease; | ||
const offsetZ = this._noiseZ[ frameNumber ] * this.strength * ease; | ||
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// this._cameraControls.setPosition( | ||
// _vec3a.x + offsetX - this._lastOffsetX, | ||
// _vec3a.y + offsetY - this._lastOffsetY, | ||
// _vec3a.z + offsetZ - this._lastOffsetZ, | ||
// false | ||
// ); | ||
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this._cameraControls.setTarget( | ||
_vec3b.x + offsetX - this._lastOffsetX, | ||
_vec3b.y + offsetY - this._lastOffsetY, | ||
_vec3b.z + offsetZ - this._lastOffsetZ, | ||
false | ||
); | ||
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this._lastOffsetX = offsetX; | ||
this._lastOffsetY = offsetY; | ||
this._lastOffsetZ = offsetZ; | ||
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}; | ||
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anim(); | ||
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} | ||
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} | ||
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function makePNoise1D( length /* : int */, step /* : int */ ) { | ||
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const noise = []; | ||
const gradients = []; | ||
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for ( let i = 0; i < length; i ++ ) { | ||
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gradients[ i ] = Math.random() * 2 - 1; | ||
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}; | ||
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for ( let t = 0; t < step; t ++ ) { | ||
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const x = ( length - 1 ) / ( step - 1 ) * ( t ); | ||
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const i0 = x|0; | ||
const i1 = ( i0 + 1 )|0; | ||
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const g0 = gradients[ i0 ]; | ||
const g1 = gradients[ i1 ] || gradients[ i0 ]; | ||
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const u0 = x - i0; | ||
const u1 = u0 - 1; | ||
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const n0 = g0 * u0; | ||
const n1 = g1 * u1; | ||
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noise.push( n0 * ( 1 - fade( u0 ) ) + n1 * fade( u0 ) ); | ||
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} | ||
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return noise; | ||
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} | ||
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function fade ( t ) { | ||
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return t * t * t * ( t * ( 6 * t - 15 ) + 10 ); | ||
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} | ||
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const HALF_PI = Math.PI * 0.5; | ||
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function sineOut( t ) { | ||
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return Math.sin( t * HALF_PI ); | ||
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} | ||
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window.cameraShale0 = new CameraShake( cameraControls, 500, 10, 0.5 ); | ||
window.cameraShale1 = new CameraShake( cameraControls, 1000, 10, 1 ); | ||
window.cameraShale2 = new CameraShake( cameraControls, 5000, 2, 0.5 ); | ||
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</script> | ||
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</body> | ||
</html> |
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