THREE js: Disable auto rotate of sprite - three.js

I used sprites in Three js to display 2d images, the problem that I faced with sprites that they rotate to face the camera.
I am trying to use it to fake a shadow for the 3d object. When I rotate the camera the 3d object tilt with the camera until it makes a 30-degree angle with the horizontal but it's shadow (2d sprite) still at 0 degrees.
How to disable the auto rotation of sprite, or is there another solution to preview 2d images in three js to look like a 3d object?

How to disable the auto rotation of sprite, or is there another solution to preview 2d images in three js to look like a 3d object?
It's not possible to disable the orientation towards the camera with a flag or configuration. You would have to modify the shader code of SpriteMaterial for this.
I suggest you use a mesh instead based on a PlaneBufferGeometry and a MeshBasicMaterial. Alternatively, you write a custom billboard shader with ShaderMaterial or RawShaderMaterial.

Related

Is there a way to draw directly onto a model/texture in threejs?

I've been looking for a solution to this problem for a project I'm working on. I'd like to know if there is a way to click on a plane geometry and draw onto it, paint style, and have the texture update as you draw on it.
After this, is there a way to save that texture while in the browser now that you've edited it?
You could use raycasting to determine the UV texture position where the mouse intersection takes place. Raycaster.intersectObject returns an array of objects, one of its properties is .uv. You can see it in action in this demo.
You can use a 2D <canvas> as the source of the texture. Once you have the UVs from the intersection, you could use that position to draw on the canvas as demonstrated in this other demo

How can I add an event listener to a sprite on THREE js? [duplicate]

I want to realize a 3D interactive globe with three.js and I wonder if there is a way to intersect over Sprites primitive with the Raycaster?
If you check the source code for RayCaster at
https://github.com/mrdoob/three.js/blob/master/src/core/Raycaster.js
it would appear that the intersectObject function only checks objects that are instances of THREE.Particle or THREE.Mesh, not THREE.Sprite. Possibly this is because sprites could be set to use screen coordinates, and so a ray that projects into your 3d scene wouldn't make sense in this situation, or if placed in the scene as the sprite image always faces the camera, it doesn't act like your standard 3d mesh.
Perhaps you could attach a PlaneGeometry or a very thin CubeGeometry to the position of your sprite, set its rotation to the rotation of the camera so that it is always parallel to the view plane of the camera like the sprite is, and then check for intersections with the mesh instead?

Difference between sprite and texture?

Can you please explain the difference between texture and sprite? When we zoom in a sprite, it appears blurry because it's basically an image. Is it the same for a texture?
I read this comment on the image below online:
The background layers are textures and not sprites.
Can someone explain?
Sprites and Textures are both images.
A Sprite is an image that can be used as a 2d object, which have coordinates (x, y) and which you can move, destroy or create during the game.
A Texture is also an image, but that will be used to change the appearence of an object. E.g. you can set a texture for the faces of a cube, a layer (like the background) or even a sprite. But as texture are not objects, you can't move them during the game.
Sprite is the image that is moving related to static images (for example background). Sprites are usually planes (rectangles) with texture on it. Sprites are used in 3D graphics for tricks such as Billboard or Impostor. In 2D games sprites are used instead of moving objects and also as backgrounds.
Texture is an raster image that is to be projected on polygonal object. It worth using textures each time when using polygons is expensive for given objects details (for example bullet dots)

Unity3D: Sprite renderer vs image renderer issues on canvas

I'm using sprites for an animated menu in my game.
I tried two methods:
Image Renderer: Replacing the image per frame with the sprite slice in the animation window
Sprite Renderer: Same method
I'm playing the sprite animation with no loop then rotating the transform on the z-axis.
The problem is that with the image the Screen Space overlay works well but the rotation of the transform causes the sprite to look glitchy and rough. With the sprite renderer however the Screen Space must be put to Camera and the sprites get placed between other assets in the world.
Example: http://postimg.org/image/436q9jvax/
Is there a way to either fix the roughness on the rotation using image or force the Camera Screen Space on top? My only concern with the 2nd option would be in relation to responsiveness for multiple devices.
The easiest fix was to apply "sorting layers" to the canvas with the sprite renderers on to keep it on top.
I did however incorporate #beuzel's idea about separate cameras in the end and opted for 2D sprites with physics instead of a 3D rendered animation on canvas.
http://postimg.org/image/6qmtiirb9/
Thanks for making the good sample. A fix for the menu intersecting the world is using a seperate camera for the GUI layer. The rough animation might be a pixel perfect setting in the sprite rendering (just guessing).
I don't have enough reputation points to write this as a comment.

Intersect Sprites with Raycaster

I want to realize a 3D interactive globe with three.js and I wonder if there is a way to intersect over Sprites primitive with the Raycaster?
If you check the source code for RayCaster at
https://github.com/mrdoob/three.js/blob/master/src/core/Raycaster.js
it would appear that the intersectObject function only checks objects that are instances of THREE.Particle or THREE.Mesh, not THREE.Sprite. Possibly this is because sprites could be set to use screen coordinates, and so a ray that projects into your 3d scene wouldn't make sense in this situation, or if placed in the scene as the sprite image always faces the camera, it doesn't act like your standard 3d mesh.
Perhaps you could attach a PlaneGeometry or a very thin CubeGeometry to the position of your sprite, set its rotation to the rotation of the camera so that it is always parallel to the view plane of the camera like the sprite is, and then check for intersections with the mesh instead?

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