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@ksassnowski/motion-canvas-camera

v0.5.0

Published

A camera component for Motion Canvas

Downloads

58

Readme

:movie_camera: Motion Canvas Camera

https://user-images.githubusercontent.com/5139098/218100233-fa3bde50-122b-4e21-8ecb-0817ae5ed76a.mp4

A camera component for Motion Canvas that allows you focus on elements, move the camera, follow paths and much more.

Installation

To install, run the following command inside your Motion Canvas project.

npm install --save @ksassnowski/motion-canvas-camera

Or, if you're using Yarn:

yarn add @ksassnowski/motion-canvas-camera

Basic Usage

import { CameraView } from "@ksassnowski/motion-canvas-camera";

import { makeScene2D } from "@motion-canvas/2d";
import { Circle, Line, Rect } from "@motion-canvas/2d/lib/components";
import { easeInOutSine } from "@motion-canvas/core/lib/tweening";
import { createRef } from "@motion-canvas/core/lib/utils";

export default makeScene2D(function* (view) {
  const camera = createRef<CameraView>();
  const rect = createRef<Rect>();
  const circle = createRef<Rect>();
  const path = createRef<Line>();

  view.add(
    <CameraView ref={camera} width={"100%"} height={"100%"}>
      <Rect
        ref={rect}
        position={[-600, -300]}
        width={200}
        height={200}
        radius={14}
        fill={"steelblue"}
      />
    </CameraView>,
  );

  yield* camera().zoomOnto(rect(), 1.5, 200);

  // Make sure to add elements to the `camera`, not to the `view`
  // if you want them to be part of the camera's "field of view".
  camera().add(
    <Circle
      ref={circle}
      fill={"bisque"}
      width={60}
      height={60}
      position={[-200, -250]}
    />,
  );
  camera().add(
    <Line ref={path} points={[rect().position, circle().position, [0, 0]]} />,
  );

  yield* camera().rotate(35);
  yield* camera().followPath(path(), 4, easeInOutSine);
  yield* camera().reset(2);
});

Result

https://user-images.githubusercontent.com/5139098/217892986-96c1ff6c-b846-4b03-9fa8-d3d63bd3fa3c.mp4

Note that any node that isn't a child of the CameraView (either directly or transitively), will not be affected by the camera's transformation.

Warning The camera updates its position, scale and rotation internally so you should not set or change these properties manually. If you want to position the camera in a different location of the screen, wrap it in a Layout node and position that node instead.

Props

interface CameraViewProps extends LayoutProps {
  /**
   * Sets the camera's default zoom level. When calling the
   * `reset` or `resetZoom` methods, the camera will reset
   * to this zoom level.
   */
  baseZoom?: number;
}

Method Reference

reset

Resets the camera's zoom, rotation and position back to the defaults.

Method signature

*reset(
    duration: number = 1,
    timing: TimingFunction = easeInOutCubic
): ThreadGenerator;

Example

export default makeScene2D(function* (view) {
  const camera = createRef<CameraView>();
  const circle1 = createRef<Circle>();
  const circle2 = createRef<Circle>();

  view.add(
    <CameraView ref={camera} width={"100%"} height={"100%"}>
      <Circle
        ref={circle1}
        position={[-200, 300]}
        // style...
      />
      <Circle
        ref={circle2}
        position={[200, -300]}
        // style...
      />
    </CameraView>,
  );

  yield* camera().zoomOnto(circle1(), 2, 100);
  yield* camera().reset(1);
  yield* camera().zoomOnto(circle2(), 2, 100);
  yield* camera().reset(1);
});

https://user-images.githubusercontent.com/5139098/217865658-c08b2c38-700b-4849-943c-49c2b047bfb8.mp4

zoom

Zooms the camera in on the current position.

Method signature

*zoom(
    zoom: nummber,
    duration: number = 1,
    timing: TimingFunction = easeInOutCubic
): ThreadGenerator;

Example

export default makeScene2D(function* (view) {
  const camera = createRef<CameraView>();

  yield view.add(
    <CameraView ref={camera} width={"100%"} height={"100%"}>
      <Rect
        width={1024}
        height={768}
        // style...
        layout
      >
        <Rect grow={1} radius={14} fill={"crimson"} />
        <Layout direction={"column"} grow={1} gap={20} layout>
          <Rect grow={1} radius={14} fill={"bisque"} />
          <Rect grow={1} radius={14} fill={"darksalmon"} />
        </Layout>
        <Rect grow={1} radius={14} fill={"darkslategray"} />
      </Rect>
    </CameraView>,
  );

  yield* camera().shift(Vector2.left.scale(200));
  yield* camera().zoom(2.5, 2);
  yield* camera().zoom(1);
  yield* camera().shift(Vector2.right.scale(400));
  yield* camera().zoom(2.5, 2);
  yield* camera().reset(1);
});

https://user-images.githubusercontent.com/5139098/217865846-af1ce5ef-ad02-4947-8270-da1c04c5a771.mp4

zoomOnto

Zooms the camera onto the provided area or node until it fills the viewport. When providing a node, the node must be a child of the camera, although it doesn't have to be a direct child. Areas should be provided in local space of the camera.

Can optionally apply buffer around the area and the viewport.

Method signature

*zoomOnto(
    area: Node | PossibleRect,
    duration: number = 1,
    buffer: number = 0,
    timing: TimingFunction = easeInOutCubic
): ThreadGenerator;

Example

export default makeScene2D(function* (view) {
  const camera = createRef<CameraView>();
  const circle1 = createRef<Circle>();
  const circle2 = createRef<Circle>();

  view.add(
    <CameraView ref={camera} width={"100%"} height={"100%"}>
      <Circle
        ref={circle1}
        position={[-200, 300]}
        // styles...
      />
      <Circle
        ref={circle2}
        position={[200, -300]}
        // styles...
      />
    </CameraView>,
  );

  yield* camera().zoomOnto(circle1(), 3, 100);
  yield* camera().zoomOnto(circle2(), 3, 10);
});

https://user-images.githubusercontent.com/5139098/217832467-6c9c999a-d67e-42bd-8ed2-ad17bea8cc14.mp4

resetZoom

Resets the camera's zoom to baseZoom without changing the camera's position.

Method signature

*resetZoom(
    duration: number = 1,
    timing: TimingFunction = easeInOutCubic
): ThreadGenerator;

Example

export default makeScene2D(function* (view) {
  const camera = createRef<CameraView>();
  const rect = createRef<Rect>();

  yield view.add(
    <CameraView ref={camera} width={"100%"} height={"100%"}>
      <Rect
        width={1024}
        height={768}
        // style...
        layout
      >
        <Rect grow={1} radius={14} fill={"crimson"} />
        <Layout direction={"column"} grow={1} gap={20} layout>
          <Rect grow={1} radius={14} fill={"bisque"} />
          <Rect ref={rect} grow={1} radius={14} fill={"darksalmon"} />
        </Layout>
        <Rect grow={1} radius={14} fill={"darkslategray"} />
      </Rect>
    </CameraView>,
  );

  yield* camera().zoomOnto(rect(), 1.5, 25);
  yield* camera().resetZoom();
  yield* camera().reset();
});

https://user-images.githubusercontent.com/5139098/217866036-3e677a3f-9738-4ceb-a50b-de9d3123bb25.mp4

rotate

Rotates the camera around its current position. The angle is provided in degrees.

Method Signature

*rotate(
    angle: number,
    duration: number = 1,
    timing: TimingFunction = easeInOutCubic
): ThreadGenerator;

Example

export default makeScene2D(function* (view) {
  const camera = createRef<CameraView>();
  const rect = createRef<Rect>();

  yield view.add(
    <CameraView ref={camera} width={"100%"} height={"100%"}>
      <Rect ref={rect} position={[200, 200]} fill={"crimson"} /* styles... */ />
      <Rect position={[300, -200]} fill={"bisque"} /* styles... */ />
      <Rect position={[-300, 300]} fill={"darksalmon"} /* styles... */ />
      <Rect position={[-400, -320]} fill={"darkslategray"} /* styles... */ />
    </CameraView>,
  );

  yield* camera().zoomOnto(rect(), 1.5, 300);
  yield* camera().rotate(45);
  yield* camera().shift(Vector2.right.scale(200));
  yield* camera().rotate(-20);
  yield* camera().rotate(90);
  yield* camera().resetZoom();
  yield* camera().reset();
});

https://user-images.githubusercontent.com/5139098/217883813-bbe1595e-501a-4b36-8dee-12f1cdeda57b.mp4

resetRotation

Resets the camera's rotation without changing it's scale or position.

Method Signature

*resetRotation(
    duration: number = 1,
    timing: TimingFunction = easeInOutCubic
): ThreadGenerator;

Example

export default makeScene2D(function* (view) {
  const camera = createRef<CameraView>();

  yield view.add(
    <CameraView ref={camera} width={"100%"} height={"100%"}>
      <Rect position={[200, 200]} fill={"crimson"} /* styles... */ />
      <Rect position={[300, -200]} fill={"bisque"} /* styles... */ />
      <Rect position={[-300, 300]} fill={"darksalmon"} /* styles... */ />
      <Rect position={[-400, -320]} fill={"darkslategray"} /* styles... */ />
    </CameraView>,
  );

  yield* camera().zoom(1.5);
  yield* camera().shift(new Vector2(200, -100));
  yield* camera().resetZoom();
});

https://user-images.githubusercontent.com/5139098/218136179-81a3b3af-0a09-443b-8dea-12c1cb84931c.mp4

shift

Shifts the camera's position by the provided vector.

Method Signature

*shift(
    by: Vector2,
    duration: number = 1,
    timing: TimingFunction = easeInOutCubic
): ThreadGenerator;

Example

export default makeScene2D(function* (view) {
  const camera = createRef<CameraView>();

  yield view.add(
    <CameraView ref={camera} width={"100%"} height={"100%"}>
      <Rect position={[200, 200]} fill={"crimson"} /* styles... */ />
      <Rect position={[300, -200]} fill={"bisque"} /* styles... */ />
      <Rect position={[-300, 300]} fill={"darksalmon"} /* styles... */ />
      <Rect position={[-400, -320]} fill={"darkslategray"} /* styles... */ />
    </CameraView>,
  );

  yield* camera().rotate(46);
  yield* camera().rotate(-10);
  yield* camera().resetRotation();
});

https://user-images.githubusercontent.com/5139098/218135450-dc6d0559-b239-4416-bc33-f6169beee5be.mp4

centerOn

Centers the camera viewport on the provided point, area or node without changing it's rotation or zoom.

Method Signature

*centerOn(
    area: Vector2 | PossibleRect | Node,
    duration: number = 1,
    timing: TimingFunction = easeInOutCubic,
): ThreadGenerator;

Example

coming soon

moveBetween

Moves the camera the provided nodes, one after the other.

Method Signature

*moveBetween(
    nodes: Node[],
    duration: number,
    /**
     * If provided, this callback will get called before each
     * move starts.
     *
     * @param next - The animations for the next move. When providing this callback,
     *               you should yield these animations for the next move to start. Having
     *               access to these animations allows you to compose them together with
     *               other animations you might want to apply during a specific move.
     * @param node - The next node the camera will move to.
     *
     */
    onBeforeMove?: (next: ThreadGenerator, target: Node) => ThreadGenerator,
    timing?: TimingFunction = easeInOutCubic,
): ThreadGenerator;

Example

coming soon

followPath

Moves the camera along the provided path.

Method Signature

*followPath(
    path: Line,
    duration: number = 1,
    timing: TimingFunction = easeInOutCubic,
): ThreadGenerator;

Example

coming soon