@pixi/3d
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    Interface Sprite3DOptions

    Constructor options for Sprite3D

    texture, tint, alpha, alphaMode and alphaCutoff shape the sprite's material. Without material they build the unlit FlatMaterial the sprite makes; with one, those you set are written into it, texture into its baseColor slot. The other Mesh3DOptions apply too, and label defaults to 'Sprite3D'.

    const markerMaterial = new Material3D({ roughness: 0.8 });
    const marker = new Sprite3D({
    material: markerMaterial,
    texture: markerTexture,
    alphaMode: 'mask',
    label: 'marker',
    parent: view.root,
    });
    interface Sprite3DOptions {
        alpha?: number;
        alphaCutoff?: number;
        alphaMode?: AlphaMode;
        anchor?: number | PointData;
        angle?: PointData3D;
        billboardMode?: BillboardMode;
        boundsVolume?: Box;
        castShadow?: boolean;
        children?: Container3D[];
        cursor?: string & {} | Cursor | null;
        depth?: number;
        eventMode?: EventMode;
        height?: number;
        hitVolume?: HitVolume3DInput;
        interactive?: boolean;
        interactiveChildren?: boolean;
        label?: string | null;
        material?: BaseMaterial3D<
            MaterialData,
            MaterialTextures,
            BaseMaterial3DOptions,
        >;
        onclick?: Pointer3DEventHandler
        | null;
        oncontextmenu?: Pointer3DEventHandler | null;
        onglobalmousemove?: Pointer3DEventHandler | null;
        onglobalpointermove?: Pointer3DEventHandler | null;
        onglobaltouchmove?: Pointer3DEventHandler | null;
        onmousedown?: Pointer3DEventHandler | null;
        onmouseenter?: Pointer3DEventHandler | null;
        onmouseleave?: Pointer3DEventHandler | null;
        onmousemove?: Pointer3DEventHandler | null;
        onmouseout?: Pointer3DEventHandler | null;
        onmouseover?: Pointer3DEventHandler | null;
        onmouseup?: Pointer3DEventHandler | null;
        onmouseupoutside?: Pointer3DEventHandler | null;
        onpointercancel?: Pointer3DEventHandler | null;
        onpointerdown?: Pointer3DEventHandler | null;
        onpointerenter?: Pointer3DEventHandler | null;
        onpointerleave?: Pointer3DEventHandler | null;
        onpointermove?: Pointer3DEventHandler | null;
        onpointerout?: Pointer3DEventHandler | null;
        onpointerover?: Pointer3DEventHandler | null;
        onpointertap?: Pointer3DEventHandler | null;
        onpointerup?: Pointer3DEventHandler | null;
        onpointerupoutside?: Pointer3DEventHandler | null;
        onrightclick?: Pointer3DEventHandler | null;
        onrightdown?: Pointer3DEventHandler | null;
        onrightup?: Pointer3DEventHandler | null;
        onrightupoutside?: Pointer3DEventHandler | null;
        ontap?: Pointer3DEventHandler | null;
        ontouchcancel?: Pointer3DEventHandler | null;
        ontouchend?: Pointer3DEventHandler | null;
        ontouchendoutside?: Pointer3DEventHandler | null;
        ontouchmove?: Pointer3DEventHandler | null;
        ontouchstart?: Pointer3DEventHandler | null;
        onwheel?: Wheel3DEventHandler | null;
        origin?: number | PointData3D;
        parent?: Container3D;
        pixelSize?: number;
        position?: PointData3D;
        quaternion?: QuaternionData;
        receiveShadow?: boolean;
        rotation?: PointData3D;
        scale?: number | PointData3D;
        texture?: Texture<TextureSource<any>>;
        tint?: ColorSource;
        visible?: boolean;
        width?: number;
        x?: number;
        y?: number;
        z?: number;
    }

    Hierarchy

    • Omit<Mesh3DOptions, "geometry" | "material" | "skeleton" | "weights">
      • Sprite3DOptions
    Index
    alpha?: number

    Opacity multiplied into the texture's alpha

    1
    
    const smoke = new Sprite3D({ texture: smokeTexture, alpha: 0.5 });
    
    alphaCutoff?: number

    Alpha below which 'mask' mode cuts a pixel away

    0.5
    
    const leaf = new Sprite3D({ texture: leafTexture, alphaMode: 'mask', alphaCutoff: 0.3 });
    
    alphaMode?: AlphaMode

    How the texture's alpha is used

    'blend' draws the sprite in the transparent pass, which sorts back to front every frame: the right default for soft edges. 'mask' cuts away pixels below alphaCutoff in the opaque pass, with depth writes and no sorting, so it batches better than 'blend'; it's the usual pick for foliage. 'opaque' draws the whole quad solid.

    'blend'
    
    const leaf = new Sprite3D({ texture: leafTexture, alphaMode: 'mask' });
    
    anchor?: number | PointData

    Which point of the image sits on the node's origin, as a fraction of its size, with y measured down from the top edge

    A single number sets both axes. 0.5 centres the image, and { x: 0.5, y: 1 } stands it on the origin. Left out, the texture's defaultAnchor applies, as on pixi's 2D Sprite; without one it's centred, unlike the 2D Sprite's (0, 0). The Sprite3D class notes cover how it behaves in each billboard mode.

    0.5
    
    const tree = new Sprite3D({ texture: treeTexture, anchor: { x: 0.5, y: 1 } });
    
    angle?: PointData3D

    Local rotation as Euler angles in degrees: turns around Z, then Y, then X, each about the parent's axes

    { x: 0, y: 0, z: 0 }
    
    const turned = new Container3D({ angle: { x: 0, y: 90, z: 0 } });
    
    billboardMode?: BillboardMode

    How the quad turns to face the camera; see BillboardMode

    Sprites with different modes don't share a draw; the Sprite3D class notes say when that costs draw calls.

    'spherical'
    
    const tree = new Sprite3D({ texture: treeTexture, billboardMode: 'cylindrical' });
    
    boundsVolume?: Box

    Fixed local-space box used in place of this node's subtree when measuring bounds; see Container3D.boundsVolume

    const swarm = new Container3D({ boundsVolume: new Box(new Vector3(-10, 0, -10), new Vector3(10, 5, 10)) });
    
    castShadow?: boolean

    Whether the sprite casts shadows

    Off by default because a billboarded sprite casts the shadow of its unturned quad, which doesn't turn with the camera and can thin to a sliver. In 'none' mode a sprite casts once it's 'opaque' or 'mask' and its front faces the light, though a masked one's shadow doesn't show its holes yet. A blended one, the default, casts nothing.

    false
    
    const sign = new Sprite3D({
    texture: signTexture,
    billboardMode: 'none',
    alphaMode: 'opaque',
    castShadow: true,
    });
    children?: Container3D[]

    Children to add, in order

    const car = new Container3D({ children: [body, frontWheels, rearWheels] });
    
    cursor?: string & {} | Cursor | null

    CSS cursor shown while this node is the pointer's target

    Only the target's own cursor counts, as in 2D: a hit on a 'passive' child shows its interactive ancestor's cursor, so set it on the node with the listeners. null shows the View3D's own cursor. Any CSS cursor value works, url(...) included.

    null
    
    button.cursor = 'pointer';
    handle.cursor = 'grab';
    blade.cursor = 'url("crosshair.png") 8 8, crosshair'; // custom, with a hotspot
    depth?: number

    Target depth along z; sets scale.z from the local bounds of the node and its children

    const bench = new Container3D({ children: [benchMesh], depth: 0.5 });
    
    eventMode?: EventMode

    How this node takes part in pointer events, as on a pixi.js Container

    • 'none': never picked, and neither is anything below it. The subtree costs nothing per pointer event.
    • 'passive' (default): fires no listeners and is never the target. Under an interactive ancestor it is still picked, and the hit goes to that ancestor with this node's surface data. So one 'static' group makes its whole subtree clickable, with the group as target.
    • 'auto': as 'passive', but ray-tested even with no interactive ancestor, which costs time and finds no target. Prefer 'passive'.
    • 'static': picked against its hitVolume, and fires listeners.
    • 'dynamic': as 'static', and the View3D also picks again while a mouse or pen is still, so a node that moves under it gets its enter and leave events.

    The renderer's eventMode option only sets the default for 2D containers, and the View warns once when it isn't 'passive'. Picking costs time for each node that takes part, so set the mode on the nodes and groups that need it.

    'passive'
    
    button.eventMode = 'static';   // a clickable mesh
    spinner.eventMode = 'dynamic'; // it moves under a still pointer
    panel.eventMode = 'none'; // decoration; skip it and its children

    // A whole model that answers as one target; its meshes need no setup
    robot.eventMode = 'static';
    height?: number

    The sprite's height in world units, in place of pixelSize on this axis; see Sprite3DOptions.width for how it combines with width

    const tree = new Sprite3D({ texture: treeTexture, height: 4 });
    
    hitVolume?: HitVolume3DInput

    Shape the pointer ray is tested against when picking this node, like hitArea in 2D

    Setting it doesn't make the node interactive; eventMode does that. Left null, a Mesh3D uses its geometry's bounding box and a plain Container3D has no shape, so it only hears events from its children.

    A shape you set also clips the node's descendants, as hitArea does in 2D: a descendant only hits where the hit point is inside every such shape above it, whatever those nodes' eventMode. A clipped hit doesn't block what is behind it. A Geometry3D clips by its bounding box, an IHitVolume3D only through its optional containsPoint, and the default bounding box never clips. A ray that misses a Box or Sphere shape, or a Geometry3D's bounding box, skips the exact test of every descendant under it.

    null
    
    mesh.interactive = true;                  // picked by its bounding box
    mesh.hitVolume = 'geometry'; // picked per triangle
    mesh.hitVolume = new Sphere(center, 0.4); // a cheaper or tighter shape
    mesh.hitVolume = null; // back to the bounding box

    // Children of the porthole only pick inside its sphere
    porthole.hitVolume = new Sphere(new Vector3(), 1);

    HitVolume3DInput For what each accepted value resolves to.

    interactive?: boolean

    Shorthand for eventMode, as on a pixi.js Container

    true sets 'static' and false sets 'passive'. It reads true for 'static' and 'dynamic'. false doesn't stop picking: under an interactive ancestor, a 'passive' node is still picked on that ancestor's behalf. Set eventMode = 'none' to take a node and its subtree out of picking.

    mesh.interactive = true;  // eventMode = 'static'
    mesh.interactive = false; // eventMode = 'passive'
    interactiveChildren?: boolean

    Whether this node's descendants can be picked, as on a pixi.js Container

    false takes the whole subtree out of picking: descendants neither hit nor block what is behind them, and cost nothing per pointer event. The node itself still picks by its own eventMode and volume, so it can answer for the subtree.

    true
    
    menu.interactiveChildren = false; // nothing in the menu can be picked
    menu.interactiveChildren = true; // every button picks again, eventMode intact

    // One sphere answers for the whole robot: one ray test instead of one per mesh
    robot.eventMode = 'static';
    robot.hitVolume = new Sphere(new Vector3(), 2);
    robot.interactiveChildren = false;
    label?: string | null

    Name to find the node by; see Container3D#label

    null
    
    const turret = new Container3D({ label: 'turret' });
    

    The material to draw the quad with; it needs a baseColor texture slot

    It can be shared between sprites. Left out, the sprite makes an unlit, double-sided FlatMaterial of its own and frees it on destroy.

    const leaves = new Material3D({ baseColorTexture: leafTexture, alphaMode: 'mask' });
    const card = new Sprite3D({ material: leaves, billboardMode: 'cylindrical' });
    onclick?: Pointer3DEventHandler | null

    Property-based handler for the click event

    Fired when a mouse click on this node completes, with any button but the right one.

    null
    
    mesh.eventMode = 'static';
    mesh.onclick = (e) => {
    if (e.hit3D) marker.position.copyFrom(e.hit3D.point);
    };

    IFederatedContainer3D#onpointertap For the equivalent for every pointer type.

    oncontextmenu?: Pointer3DEventHandler | null

    Property-based handler for the contextmenu event

    Fired when the browser is about to open its context menu over this node; call preventDefault() to keep it closed.

    null
    
    mesh.oncontextmenu = (e) => {
    e.preventDefault();
    openMenuFor(mesh, e.global);
    };
    onglobalmousemove?: Pointer3DEventHandler | null

    Property-based handler for the globalmousemove event

    Fired on every mouse move, wherever the pointer is on the page.

    null
    
    mesh.onglobalmousemove = (e) => {
    if (dragging) dragTo(e.global);
    };

    IFederatedContainer3D#onglobalpointermove For the equivalent for every pointer type.

    onglobalpointermove?: Pointer3DEventHandler | null

    Property-based handler for the globalpointermove event

    Fired on every pointer move on the page, whether or not the pointer is over this node. The node still needs eventMode 'static' or 'dynamic' to hear it.

    null
    
    // Keep a drag going once the pointer runs off the dragged mesh
    mesh.onglobalpointermove = (e) => {
    const hit = dragging && view3d.screenToWorld(e.global, ground);
    if (hit) mesh.position.copyFrom(hit);
    };
    onglobaltouchmove?: Pointer3DEventHandler | null

    Property-based handler for the globaltouchmove event

    Fired on every touch move, wherever the touch is on the page.

    null
    
    mesh.onglobaltouchmove = (e) => {
    if (dragging) dragTo(e.global);
    };

    IFederatedContainer3D#onglobalpointermove For the equivalent for every pointer type.

    onmousedown?: Pointer3DEventHandler | null

    Property-based handler for the mousedown event

    Fired when a mouse button other than the right one goes down over this node.

    null
    
    mesh.onmousedown = (e) => {
    if (e.button === 1) startPan(e.global); // middle button
    };

    IFederatedContainer3D#onpointerdown For the equivalent for every pointer type.

    onmouseenter?: Pointer3DEventHandler | null

    Property-based handler for the mouseenter event

    Fired when the mouse enters this node. Doesn't bubble.

    null
    
    mesh.onmouseenter = () => (tooltip.visible = true);
    

    IFederatedContainer3D#onpointerenter For the equivalent for every pointer type.

    onmouseleave?: Pointer3DEventHandler | null

    Property-based handler for the mouseleave event

    Fired when the mouse leaves this node. Doesn't bubble.

    null
    
    mesh.onmouseleave = () => (tooltip.visible = false);
    

    IFederatedContainer3D#onpointerleave For the equivalent for every pointer type.

    onmousemove?: Pointer3DEventHandler | null

    Property-based handler for the mousemove event

    Fired while the mouse moves across this node.

    null
    
    mesh.onmousemove = (e) => tooltip.position.copyFrom(e.global);
    

    IFederatedContainer3D#onpointermove For the equivalent for every pointer type.

    onmouseout?: Pointer3DEventHandler | null

    Property-based handler for the mouseout event

    Fired when the mouse moves off this node. Bubbles, unlike mouseleave.

    null
    
    shelf.onmouseout = (e) => unhighlight(e.target3D);
    

    IFederatedContainer3D#onpointerout For the equivalent for every pointer type.

    onmouseover?: Pointer3DEventHandler | null

    Property-based handler for the mouseover event

    Fired when the mouse moves onto this node. Bubbles, unlike mouseenter.

    null
    
    // One handler on the shelf hears every item on it
    shelf.onmouseover = (e) => highlight(e.target3D);

    IFederatedContainer3D#onpointerover For the equivalent for every pointer type.

    onmouseup?: Pointer3DEventHandler | null

    Property-based handler for the mouseup event

    Fired when a mouse button other than the right one is released over this node.

    null
    
    mesh.onmouseup = (e) => {
    if (e.button === 1) endPan();
    };

    IFederatedContainer3D#onpointerup For the equivalent for every pointer type.

    onmouseupoutside?: Pointer3DEventHandler | null

    Property-based handler for the mouseupoutside event

    Fired when a mouse button that went down on this node is released anywhere else.

    null
    
    mesh.onmouseupoutside = () => endPan();
    

    IFederatedContainer3D#onpointerupoutside For the equivalent for every pointer type.

    onpointercancel?: Pointer3DEventHandler | null

    Property-based handler for the pointercancel event

    Never called: pixi delivers no pointer cancellation, in 2D either.

    null
    
    // End a drag on these two instead
    handle.onpointerup = endDrag;
    handle.onpointerupoutside = endDrag;
    onpointerdown?: Pointer3DEventHandler | null

    Property-based handler for the pointerdown event

    Fired when a pointer goes down on this node: mouse, touch or pen alike.

    null
    
    handle.eventMode = 'static';
    handle.onpointerdown = (e) => {
    if (!e.hit3D) return;
    dragOffset.copyFrom(e.hit3D.localPoint); // where on the handle it was grabbed
    dragging = true;
    };
    onpointerenter?: Pointer3DEventHandler | null

    Property-based handler for the pointerenter event

    Fired when a pointer enters this node. Doesn't bubble, so an ancestor hears it only when the pointer enters the ancestor itself.

    null
    
    button.eventMode = 'static';
    button.onpointerenter = () => button.scale.set(1.1);
    onpointerleave?: Pointer3DEventHandler | null

    Property-based handler for the pointerleave event

    Fired when a pointer leaves this node. Doesn't bubble.

    null
    
    button.onpointerleave = () => button.scale.set(1);
    
    onpointermove?: Pointer3DEventHandler | null

    Property-based handler for the pointermove event

    Fired while a pointer moves across this node.

    null
    
    // Trail the cursor across the surface it is over
    table.eventMode = 'static';
    table.onpointermove = (e) => {
    if (e.hit3D) cursorMarker.position.copyFrom(e.hit3D.point);
    };
    onpointerout?: Pointer3DEventHandler | null

    Property-based handler for the pointerout event

    Fired when a pointer moves off this node. Bubbles, unlike pointerleave.

    null
    
    shelf.onpointerout = (e) => unhighlight(e.target3D);
    
    onpointerover?: Pointer3DEventHandler | null

    Property-based handler for the pointerover event

    Fired when a pointer moves onto this node. Bubbles, unlike pointerenter.

    null
    
    // One handler on the shelf hears every item on it
    shelf.onpointerover = (e) => highlight(e.target3D);
    onpointertap?: Pointer3DEventHandler | null

    Property-based handler for the pointertap event

    Fired when a pointer completes a tap on this node, for any pointer type and any button, right clicks included.

    null
    
    // Works for mouse, touch and pen alike
    mesh.eventMode = 'static';
    mesh.onpointertap = (e) => select(e.target3D);
    onpointerup?: Pointer3DEventHandler | null

    Property-based handler for the pointerup event

    Fired when a pointer is released over this node.

    null
    
    handle.onpointerup = () => {
    dragging = false;
    };
    onpointerupoutside?: Pointer3DEventHandler | null

    Property-based handler for the pointerupoutside event

    Fired when a pointer that went down on this node is released anywhere else. The event's target3D is the node that was pressed, and hit3D is what the pointer was released over.

    null
    
    // The release that ends a drag usually happens off the mesh
    handle.onpointerupoutside = () => {
    dragging = false;
    };
    onrightclick?: Pointer3DEventHandler | null

    Property-based handler for the rightclick event

    Fired when a right click completes on this node.

    null
    
    mesh.onrightclick = () => openMenuFor(mesh);
    
    onrightdown?: Pointer3DEventHandler | null

    Property-based handler for the rightdown event

    Fired when the right mouse button goes down over this node.

    null
    
    mesh.onrightdown = (e) => startRotate(e.global);
    
    onrightup?: Pointer3DEventHandler | null

    Property-based handler for the rightup event

    Fired when the right mouse button is released over this node.

    null
    
    mesh.onrightup = endRotate;
    
    onrightupoutside?: Pointer3DEventHandler | null

    Property-based handler for the rightupoutside event

    Fired when the right mouse button that went down on this node is released anywhere else.

    null
    
    mesh.onrightupoutside = endRotate;
    
    ontap?: Pointer3DEventHandler | null

    Property-based handler for the tap event

    Fired when a touch completes a tap on this node. Chrome gives each touch a new pointerId, and detail only counts repeat taps by the same one, so it stays 1 there; time a double tap yourself.

    null
    
    let lastTap = 0;
    mesh.ontap = (e) => {
    if (e.timeStamp - lastTap < 300) focusOn(mesh); // double tap
    lastTap = e.timeStamp;
    };

    IFederatedContainer3D#onpointertap For the equivalent for every pointer type.

    ontouchcancel?: Pointer3DEventHandler | null

    Property-based handler for the touchcancel event

    Never called: pixi delivers no touch cancellation, in 2D either.

    null
    
    // End a drag on these two instead
    handle.ontouchend = endDrag;
    handle.ontouchendoutside = endDrag;
    ontouchend?: Pointer3DEventHandler | null

    Property-based handler for the touchend event

    Fired when a touch lifts off this node.

    null
    
    handle.ontouchend = endDrag;
    

    IFederatedContainer3D#onpointerup For the equivalent for every pointer type.

    ontouchendoutside?: Pointer3DEventHandler | null

    Property-based handler for the touchendoutside event

    Fired when a touch that started on this node lifts off anywhere else.

    null
    
    handle.ontouchendoutside = endDrag;
    

    IFederatedContainer3D#onpointerupoutside For the equivalent for every pointer type.

    ontouchmove?: Pointer3DEventHandler | null

    Property-based handler for the touchmove event

    Fired while a touch moves across this node.

    null
    
    canvasMesh.hitVolume = 'geometry'; // per triangle, so hits carry a uv
    canvasMesh.ontouchmove = (e) => {
    if (e.hit3D) paintAt(e.hit3D.uv);
    };

    IFederatedContainer3D#onpointermove For the equivalent for every pointer type.

    ontouchstart?: Pointer3DEventHandler | null

    Property-based handler for the touchstart event

    Fired when a touch lands on this node.

    null
    
    handle.ontouchstart = (e) => startDrag(e.pointerId);
    

    IFederatedContainer3D#onpointerdown For the equivalent for every pointer type.

    onwheel?: Wheel3DEventHandler | null

    Property-based handler for the wheel event

    Fired when the wheel turns while the pointer is over this node.

    null
    
    // Scroll to push the panel away from the camera
    panel.eventMode = 'static';
    panel.onwheel = (e) => {
    panel.position.z += e.deltaY * 0.01;
    };
    origin?: number | PointData3D

    Point in local space that rotation and scale happen around; see Container3D#origin

    { x: 0, y: 0, z: 0 }
    
    const hinge = new Container3D({ origin: { x: 0.5, y: 0, z: 0 } });
    
    parent?: Container3D

    Parent to add this node to, once everything else is applied

    const crate = new Container3D({ label: 'crate', parent: view.root });
    
    pixelSize?: number

    World units per texture pixel, which sets the sprite's size

    At the default 0.01 a 512 px texture is 5.12 units across, which suits a scene measured in metres.

    0.01
    
    const tile = new Sprite3D({ texture: tileTexture, pixelSize: 1 / 32 });
    
    position?: PointData3D

    Local position

    { x: 0, y: 0, z: 0 }
    
    const lamp = new Container3D({ position: { x: 0, y: 3, z: 0 } });
    
    quaternion?: QuaternionData

    Local rotation as a unit quaternion

    { x: 0, y: 0, z: 0, w: 1 }
    
    const turned = new Container3D({ quaternion: { x: 0, y: Math.SQRT1_2, z: 0, w: Math.SQRT1_2 } });
    
    receiveShadow?: boolean

    Whether the sprite is shadowed

    Only a lit material takes shadows, so it does nothing with the default FlatMaterial.

    true
    
    const card = new Sprite3D({ material: litLeaves, receiveShadow: false });
    
    rotation?: PointData3D

    Local rotation as Euler angles in radians: turns around Z, then Y, then X, each about the parent's axes

    { x: 0, y: 0, z: 0 }
    
    const turned = new Container3D({ rotation: { x: 0, y: Math.PI / 2, z: 0 } });
    
    scale?: number | PointData3D

    Local scale; a number scales all three axes

    1
    
    const giant = new Container3D({ scale: 3 });
    
    texture?: Texture<TextureSource<any>>

    The image on the quad

    Its untrimmed pixel size times pixelSize sets the sprite's world size.

    a passed material's baseColor texture, else Texture.WHITE

    const tree = new Sprite3D({ texture: await Assets.load('tree.png') });
    

    Colour multiplied into the texture, any ColorSource, as with Container.tint

    0xffffff
    
    const glow = new Sprite3D({ texture: glowTexture, tint: 0xffaa33 });
    
    visible?: boolean

    Whether this node and its descendants draw

    true
    
    const hiddenUntilSpawn = new Container3D({ visible: false });
    
    width?: number

    The sprite's width in world units, in place of pixelSize on this axis

    Pass only width or only height and the other follows the texture's aspect ratio: { height: 4 } on a 128×200 texture gives 2.56 × 4. Pass both to stretch the image to that box. It ends up in scale, as on pixi's 2D Sprite, but unlike there a lone width or height keeps the aspect ratio; the Sprite3D#width and Sprite3D#height accessors set one axis each.

    It's measured against the texture once, at construction. A texture still loading has no size, so the value is dropped with a warning; size the sprite once it loads.

    const sign = new Sprite3D({ texture: signTexture, width: 2 });
    
    x?: number

    Local position on x; the same as position.x

    const left = new Container3D({ x: -2 });
    
    y?: number

    Local position on y; the same as position.y

    const shelf = new Container3D({ y: 1.2 });
    
    z?: number

    Local position on z; the same as position.z

    const back = new Container3D({ z: -5 });