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@CharlieHess
Created June 23, 2021 20:08
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useShakeController—apply a shake effect to any Object3D
import { MutableRefObject, useEffect, useMemo, useRef, useState } from 'react';
import { Clock, Euler, MathUtils, Object3D, Vector3 } from 'three';
import { SimplexNoise } from 'three-stdlib';
import { ShakeController } from '@react-three/drei';
import { useFrame } from '@react-three/fiber';
export interface ShakeControllerParam {
max: number;
frequency: number;
}
export interface ShakeControllerVectorConfig {
x?: ShakeControllerParam;
y?: ShakeControllerParam;
z?: ShakeControllerParam;
}
export interface ShakeControllerConfig {
intensity?: number;
position?: ShakeControllerVectorConfig;
rotation?: ShakeControllerVectorConfig;
}
/**
* Spread a single-dimension shake config over all three dimensions.
*/
export const uniformShakeConfig = ({
max,
frequency,
}: ShakeControllerParam): ShakeControllerVectorConfig =>
['x', 'y', 'z'].reduce(
(rot, v) => ({
...rot,
[v]: { max, frequency },
}),
{}
);
/**
* Attaches a shake effect to the referenced Object3D.
*
* The shake alters the position or rotation vectors of the object using
* simplex noise.
*
* This hook returns a controller interface that sets the intensity of the
* shake.
*/
export function useShakeController(
target: MutableRefObject<Object3D | null>,
{ intensity = 0, position, rotation }: ShakeControllerConfig
): ShakeController {
const intensityRef = useRef<number>(intensity);
const initialPosition = useRef<Vector3>();
const initialRotation = useRef<Euler>();
const [xNoise] = useState(() => new SimplexNoise());
const [yNoise] = useState(() => new SimplexNoise());
const [zNoise] = useState(() => new SimplexNoise());
useEffect(() => {
initialPosition.current = target.current.position.clone();
initialRotation.current = target.current.rotation.clone();
}, [target]);
useFrame(({ clock }) => {
if (!target.current) return;
const shake = Math.pow(intensityRef.current, 2);
if (position) {
const x = noiseForDimension(xNoise, clock, shake, position.x);
const y = noiseForDimension(yNoise, clock, shake, position.y);
const z = noiseForDimension(zNoise, clock, shake, position.z);
target.current.position.set(
initialPosition.current.x + x,
initialPosition.current.y + y,
initialPosition.current.z + z
);
}
if (rotation) {
const pitch = noiseForDimension(xNoise, clock, shake, rotation.x);
const yaw = noiseForDimension(yNoise, clock, shake, rotation.y);
const roll = noiseForDimension(zNoise, clock, shake, rotation.z);
target.current.rotation.set(
initialRotation.current.x + pitch,
initialRotation.current.y + yaw,
initialRotation.current.z + roll
);
}
});
return useMemo(
() => ({
getIntensity: (): number => intensityRef.current,
setIntensity: (val: number): void => {
intensityRef.current = MathUtils.clamp(val, 0, 1);
},
}),
[intensityRef]
);
}
function noiseForDimension(
{ noise }: SimplexNoise,
clock: Clock,
strength: number,
{ max, frequency }: ShakeControllerParam = { max: 0, frequency: 0 }
) {
return strength * max * noise(clock.elapsedTime * frequency, 1);
}
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