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📄 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
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;

    }

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;

    }

}

Methods

copy(source: any): this
Code
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;

    }