Buckets:
| import { Material } from './Material.js'; | |
| import { Color } from '../math/Color.js'; | |
| /** | |
| * A material for rendering instances of {@link Sprite}. | |
| * | |
| * ```js | |
| * const map = new THREE.TextureLoader().load( 'textures/sprite.png' ); | |
| * const material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } ); | |
| * | |
| * const sprite = new THREE.Sprite( material ); | |
| * sprite.scale.set(200, 200, 1) | |
| * scene.add( sprite ); | |
| * ``` | |
| * | |
| * @augments Material | |
| */ | |
| 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; | |
| } | |
| } | |
| export { SpriteMaterial }; | |
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