val add : float -> float -> floatval decay : ?per_second:float -> dt:float -> float -> floatval shake : float -> floatval noise : seed:int -> float -> floatval jitter : seed:int -> float -> floattype offset = {dx : float;dy : float;angle : float;
}val offset :
?smooth:bool ->
?max_offset:float ->
?max_angle:float ->
seed:int ->
trauma:float ->
float ->
offset