Object3D →
Sprite
A sprite is a plane that always faces towards the camera, generally with a partially transparent texture applied.
Sprites do not cast shadows, setting
castShadow = true
will have no effect.
Code Example
const map = new THREE.TextureLoader().load( 'sprite.png' ); const material =
new THREE.SpriteMaterial( { map: map } ); const sprite = new THREE.Sprite(
material ); scene.add( sprite );
Constructor
Sprite
function Sprite( material: Material ): void;
material - (optional) an instance of SpriteMaterial. Default is a white SpriteMaterial.
Creates a new Sprite.
Properties
See the base Object3D class for common properties.
isSprite
isSprite: Boolean;
Read-only flag to check if a given object is of type Sprite.
material
material: SpriteMaterial;
An instance of SpriteMaterial, defining the object's appearance. Default is a white SpriteMaterial.
center
center: Vector2;
The sprite's anchor point, and the point around which the sprite rotates. A value of (0.5, 0.5) corresponds to the midpoint of the sprite. A value of (0, 0) corresponds to the lower left corner of the sprite. The default is (0.5, 0.5).
Methods
See the base Object3D class for common methods.
clone
function clone( ): Sprite;
Returns a clone of this Sprite object and any descendants.
copy
function copy( sprite: Sprite ): this;
Copies the properties of the passed sprite to this one.
raycast
function raycast( raycaster: Raycaster, intersects: Array ): undefined;
Get intersections between a casted ray and this sprite. Raycaster.intersectObject() will call this method. The raycaster must be initialized by calling Raycaster.setFromCamera() before raycasting against sprites.