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SceneShake

Struct SceneShake 

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pub struct SceneShake {
    pub impacts: Vec<ShakeImpact>,
    pub decay: f64,
    pub frequency: f64,
    pub rotation: f64,
}
Expand description

Declarative camera shake: every impact in SceneShake::impacts is an independent damped harmonic oscillator, summed together. Additive over whatever super::scenario::Scene::camera already resolves to — camera.keyframes is a single value-over-time series per property, with no way to layer a second signal onto it without replacing the first, so a shake needs its own field to coexist with a pan instead of fighting over one keyframe track.

§Formula

For an impact of amplitude A landing at t0, its contribution at t >= t0 (exactly zero before t0 — an impact never affects time before it lands) is:

Δt        = t - t0
envelope  = A * exp(-decay * Δt)
phase     = 2π * frequency * Δt
x         = envelope * cos(phase)
y         = envelope * sin(phase)
rotation  = shake.rotation * x            (degrees)

x and y are 90° out of phase, so the combined offset traces a decaying spiral rather than a straight line back and forth — this is what reads as a shake instead of a bounce. decay (1/seconds) is the exponential rate: the envelope reaches 1/e (~37%) of its peak after 1/decay seconds. frequency (Hz) is how many oscillations per second it makes while decaying. rotation is a degrees-per-pixel coefficient applied to the already-computed x offset — not an independent oscillator — so the twist always stays in phase with the translation instead of drifting against it; 0.0 (the default) disables rotational shake entirely.

Multiple impacts are summed — not replaced — at every instant, so a fast retrigger before the previous impact has decayed accumulates rather than resetting: the same physical intuition as striking a bell twice in quick succession.

Fields§

§impacts: Vec<ShakeImpact>

Every hit contributing to this scene’s shake. Impacts are summed, not last-wins — see SceneShake’s formula.

§decay: f64

Exponential decay rate, in 1/seconds. Higher decays faster: the envelope reaches 1/e of its peak after 1/decay seconds. Default: 10.0 (~0.1s to 1/e, fully read as settled well within half a second).

§frequency: f64

Oscillations per second while the envelope decays. Default: 20.0.

§rotation: f64

Degrees of rotational shake per pixel of the (already-computed) x offset — see SceneShake’s formula. 0.0 (default) disables rotational shake.

Trait Implementations§

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impl Clone for SceneShake

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fn clone(&self) -> Self

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for SceneShake

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl<'de> Deserialize<'de> for SceneShake

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl JsonSchema for SceneShake

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fn schema_name() -> String

The name of the generated JSON Schema. Read more
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fn schema_id() -> Cow<'static, str>

Returns a string that uniquely identifies the schema produced by this type. Read more
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fn json_schema(generator: &mut SchemaGenerator) -> Schema

Generates a JSON Schema for this type. Read more
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fn is_referenceable() -> bool

Whether JSON Schemas generated for this type should be re-used where possible using the $ref keyword. Read more
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impl PartialEq for SceneShake

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fn eq(&self, other: &Self) -> bool

Equality operator ==. Read more
1.0.0 (const: unstable) · Source§

fn ne(&self, other: &Rhs) -> bool

Inequality operator !=. Read more
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impl Serialize for SceneShake

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl StructuralPartialEq for SceneShake

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🔬This is a nightly-only experimental API. (clone_to_uninit)
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