📄 SpriteMaterial.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 1 |
🧱 Classes | 1 |
📦 Imports | 2 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 src/materials/SpriteMaterial.js
📦 Imports¶
Name | Source |
---|---|
Material |
./Material.js |
Color |
../math/Color.js |
Functions¶
SpriteMaterial.copy(source: any): this
¶
Parameters:
source
any
Returns: this
Calls:
super.copy
this.color.copy
Code
Classes¶
SpriteMaterial
¶
Class Code
class SpriteMaterial extends Material {
/**
* Constructs a new sprite material.
*
* @param {Object} [parameters] - An object with one or more properties
* defining the material's appearance. Any property of the material
* (including any property from inherited materials) can be passed
* in here. Color values can be passed any type of value accepted
* by {@link Color#set}.
*/
constructor( parameters ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isSpriteMaterial = true;
this.type = 'SpriteMaterial';
/**
* Color of the material.
*
* @type {Color}
* @default (1,1,1)
*/
this.color = new Color( 0xffffff );
/**
* The color map. May optionally include an alpha channel, typically combined
* with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
* color is modulated by the diffuse `color`.
*
* @type {?Texture}
* @default null
*/
this.map = null;
/**
* The alpha map is a grayscale texture that controls the opacity across the
* surface (black: fully transparent; white: fully opaque).
*
* Only the color of the texture is used, ignoring the alpha channel if one
* exists. For RGB and RGBA textures, the renderer will use the green channel
* when sampling this texture due to the extra bit of precision provided for
* green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
* luminance/alpha textures will also still work as expected.
*
* @type {?Texture}
* @default null
*/
this.alphaMap = null;
/**
* The rotation of the sprite in radians.
*
* @type {number}
* @default 0
*/
this.rotation = 0;
/**
* Specifies whether size of the sprite is attenuated by the camera depth (perspective camera only).
*
* @type {boolean}
* @default true
*/
this.sizeAttenuation = true;
/**
* Overwritten since sprite materials are transparent
* by default.
*
* @type {boolean}
* @default true
*/
this.transparent = true;
/**
* Whether the material is affected by fog or not.
*
* @type {boolean}
* @default true
*/
this.fog = true;
this.setValues( parameters );
}
copy( source ) {
super.copy( source );
this.color.copy( source.color );
this.map = source.map;
this.alphaMap = source.alphaMap;
this.rotation = source.rotation;
this.sizeAttenuation = source.sizeAttenuation;
this.fog = source.fog;
return this;
}
}