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 v3d.TextureLoader().load('sprite.png'); const material = new v3d.SpriteMaterial({ map: map }); const sprite = new v3d.Sprite(material); scene.add(sprite);


Sprite(material : Material)

material — (optional) an instance of SpriteMaterial. Default is a white SpriteMaterial.

Creates a new Sprite.


See the base Object3D class for common properties.

.isSprite : Boolean

Read-only flag to check if a given object is of type Sprite.

.material : SpriteMaterial

An instance of SpriteMaterial, defining the object's appearance. Default is a white SpriteMaterial.

.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).


See the base Object3D class for common methods.

.clone() → Sprite

Returns a clone of this Sprite object and any descendants.

.copy(sprite : Sprite) → this

Copies the properties of the passed sprite to this one.

.raycast(raycaster : Raycaster, intersects : Array)

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.


For more info on how to obtain the source code of this module see this page.