/WindShake

High performance wind effect for leaves and foliage

Primary LanguageLuaMIT LicenseMIT

WindShake

High performance wind effect for leaves and foliage

by boatbomber

I wanted to have massive forests full of moving leaves. Not for any project of mine, I just wanted to make it cuz it sounded like fun. So I did. And now you guys benefit!

This module handled 77,750+ leaf meshes while the game ran at over 400 FPS on my machine. It's pretty darn fast, all things considered.

Demo: https://www.youtube.com/watch?v=WdJr7k9Uqfw


Source:

GitHub:

https://github.com/boatbomber/WindShake

Library:

https://www.roblox.com/library/6377120469/WindShake

Uncopylocked Demo:

https://www.roblox.com/games/6342320514/Wind-Demo


API:

Properties

number WindShake.RenderDistance

Sets the render distance for active objects in studs. Default 150

number WindShake.MaxRefreshRate

Sets the maximum dynamic refresh rate for active objects in seconds. Default 1/60

Functions

function WindShake:Init(config: {
    MatchWorkspaceWind: boolean?,
}?)

Initializes the wind shake logic and adds shake to all tagged objects

Parameters:

  • config [Optional Dictionary]

    Configuration for the initialization

    • MatchWorkspaceWind [Optional Boolean]

      Whether to match the wind settings to the Workspace's GlobalWind setting. Default false

Returns:

  • void
function WindShake:Cleanup()

Halts and clears the wind shake logic and all object shakes

Returns:

  • void
function WindShake:Pause()

Halts the wind shake logic without clearing

Returns:

  • void
function WindShake:Resume()

Restarts the wind shake logic without clearing

Returns:

  • void
function WindShake:AddObjectShake(Object, Settings)

Adds an object to be shaken

Parameters:

  • Object [BasePart] The Object to apply shaking to

  • Settings [Optional Dictionary] The settings to apply to this object's shake (See below for Settings structure)

Returns:

  • void
function WindShake:RemoveObjectShake(Object)

Removes shake from an object

Parameters:

  • Object [BasePart] The Object to remove shaking from

Returns:

  • void
function WindShake:SetDefaultSettings(Settings) [DEPRECATED]

Deprecated in favor of setting the Attributes of the WindShake modulescript

Sets the default settings for future object shake additions

Parameters:

  • Settings [Dictionary] The settings to use as default (See below for Settings structure)

Returns:

  • void
function WindShake:UpdateObjectSettings(Object, Settings) [DEPRECATED]

Deprecated in favor of setting the Attributes of the Object

Updates the shake settings of an object already added

Parameters:

  • Object [BasePart] The Object to apply shake settings to

  • Settings [Dictionary] The settings to apply to this object's shake (See below for Settings structure)

Returns:

  • void
function WindShake:UpdateAllObjectSettings(Settings)

Updates the shake settings of all active shakes

Parameters:

  • Settings [Dictionary] The settings to apply to all objects' shake (See below for Settings structure)

Returns:

  • void
function WindShake:MatchWorkspaceWind()

Sets the wind settings to match the current workspace GlobalWind

When :Init() is called with the MatchWorkspaceWind config set to true, this is called automatically

Returns:

  • void

Events

RBXScriptSignal WindShake.ObjectShakeAdded(Object)

Fires when an object is added to WindShake

Parameters:

  • Object [BasePart] The object that was added
RBXScriptSignal WindShake.ObjectShakeRemoved(Object)

Fires when an object is removed from WindShake

Parameters:

  • Object [BasePart] The object that was removed
RBXScriptSignal WindShake.ObjectShakeUpdated(Object)

Fires when an object's settings are updated through the update APIs

Parameters:

  • Object [BasePart] The object that had its settings updated
RBXScriptSignal WindShake.Resumed()

Fires when WindShake begins shaking the objects

RBXScriptSignal WindShake.Paused()

Fires when WindShake stops shaking the objects

Types

Settings = {
    WindDirection: Vector3 to shake towards (Initially 0.5,0,0.5)
    WindSpeed: Positive number that defines how fast to shake (Initially 20)
    WindPower: Positive number that defines how much to shake (Initially 0.5)

    --If one of these is not defined, it will use default for that one,
    --so you can pass a table with just one or two settings and the rest
    --will be default so you don't need to make the full table every time.
}

Usage Example:

local WIND_DIRECTION = Vector3.new(1,0,0.3)
local WIND_SPEED = 25
local WIND_POWER = 0.4

local WindShake = require(script.WindShake)

WindShake:SetDefaultSettings({
	WindSpeed = WIND_SPEED;
	WindDirection = WIND_DIRECTION;
	WindPower = WIND_POWER;
})

WindShake:Init() -- Anything with the WindShake tag will now shake