Getting started with Sprite Size in Three.js

Could someone assist me in comprehending how three.js initially determines the size/scale of a sprite?

Presently, I am dealing with 4 sprites (PNGs with transparency measuring 3000px × 1830px) positioned in 3D space, but I find myself having to enlarge them between 16x and 22x. To avoid the sprites from appearing distorted, however, I must scale the y-axis to 75% of the x-scale.

My ultimate goal is to import images systematically and have them scale appropriately.

Perhaps I haven't configured this setup correctly. It seems right visually, but it currently feels like a makeshift solution. I simply adjusted various values until it looked acceptable to me. I'm not satisfied with that. I aim to gain a deeper understanding.

This is my current work:

Answer №1

Exploring the inner workings of the Sprite class unveils a straightforward creation of a plane with dimensions of 1 in the constructor. This aligns with expectations, as typically the size of the geometry does not correlate directly with the texture size.

To ensure the sprites fill the viewport, scaling becomes necessary. When working with a perspective camera, some mathematical calculations come into play, particularly when determining the x-scale (or y-scale) needed to fit the viewport based on the distance from the camera. In essence, it involves something like:

var halfHeight = distanceToCamera / Math.tan( camera.fov/2 * Math.PI / 180 );
y-scale = halfHeight * 2;

Furthermore, taking into account the aspect ratio is crucial to prevent any distortion. This means ensuring that x-scale corresponds to

y-scale * textureWidth / textureHeight
, or vice versa
y-scale = x-scale * textureHeight / textureWidth
.

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