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6.4 |
@threlte/extras |
packages/extras/src/lib/components/InstancedSprite/InstancedSprite.svelte |
<InstancedSprite> |
component |
|
import ComponentSignature from '../../../components/ComponentSignature/ComponentSignature.astro'
This is an early version - features and API might change significantly over time. Please report any issues you encounter on Discord or Github.The <InstancedSprite>
component allows you to efficiently spawn large numbers of animated
sprites in your scene and update each instance
using the useInstancedSprite
hook, or with a <Instance>
component available through a slot prop.
You can find an example of a more complex scene here.
To use the <InstancedSprite>
you must provide it with sprite metadata and a texture. While we recommend utilizing the
buildSpritesheet()
utility for this purpose, you are also free to implement your own
custom solution, provided it meets the component's input requirements.
Other than it's own props, <InstanedSprite/>
extends and accepts all properties of
Three.js instanced mesh, such as castShadow
, frustumCulled
etc.
<InstancedSprite
bind:ref
{spritesheet}
count={500}
playmode={'FORWARD'}
fps={9}
billboarding
hueShift={{h:1.5, s:0.9, v:1}}
randomPlaybackOffset={2000}
castShadow
/>
```
#### Required props
| Prop| description |
| ---- | --- |
| `count` | number of instances |
| `spritesheet` | Object with `spritesheet` metadata and a `texture` `{spritesheet: SpritesheetFormat, texture: Texture}` |
#### Optional props
| Prop| description |
| ---- | --- |
| `autoUpdate` | Update animations automatically. It should stay `true` for most usecases. Setting to `false` is most commonly used in case of [static sprites](#static-sprites--atlassing) but it can also be used for advanced manual animation updates. |
| `billboarding` | Sets the default global billboarding (sprites always facing the camera) state that is used unless the setAt was called on the instance. |
| `playmode` | Sets playmode for all instances. `"FORWARD" | "REVERSE" | "PAUSE" | "PINGPONG"` |
| `fps` | The desired frames per second of the animation |
| `alphaTest` | Sets the alpha value to be used when running an alpha test |
| `transparent` | Whether or not the material should be transparent |
| `randomPlaybackOffset` | Offset each sprite's animation timer by a random number of milliseconds. If `true`, randomness is within 0-100ms range. Providing the prop with a number sets the upper range of the offset - `randomPlaybackOffset={2000}` means that the animation will be offset by 0-2000ms |
| `hueShift` | Changes sprite look by tweaking the material's output color by a provided hueShift, saturation and vibrance `{h: number, s: number, v:number}`|
You create and update instances in three ways:
1. Utilizing the `useInstancedSprite()` hook (recommended approach).
2. Using the `<Instance>` component offered through a slot prop.
3. Directly with the underlying class using the `ref` binding.
### `useInstancedSprite`
The hook has to be used in a child component of `<InstancedSprite>` and returns an object with following properties:
- `count`: Total number of instances.
- `updatePosition(id: number, position: Vector3Tuple, scale?: Vector2Tuple)`: A utility function for updating an instance's position and scale.
- `animationMap`: A writable store (`Writable<Map<string, number>>`) that maps animation names to their corresponding IDs.
Animation names are useful to have for setting a random animation from a pool etc. The IDs are reserved for more advanced usecases.
- `sprite`: Provides direct access to the `InstancedSpriteMesh`, enabling updates to instance properties such as animations, billboarding, and play mode.
```ts
import { useInstancedSprite } from '@threlte/extras'
const hook = useInstancedSprite()
// it's useful to immediately destructure it like this
const { updatePosition, count, animationMap, sprite } = useInstancedSprite()
// Examples of using the InstancedSpriteMesh API:
// play animation on instance id 0 - loops by defualt
sprite.play('IdleBackward').at(0)
// play animation without looping
sprite.play('RunLeft', false).at(1);
// play animation backwards with looping
sprite.play('RunLeft', true, 'REVERSE').at(2);
// mesh.play is a utility that combines the use of these functions:
// animation by name
sprite.animation.setAt(0, 'RunBackward');
// looping y/n
sprite.loop.setAt(0, false);
// animation direction - FORWARD (default) / REVERSE / PAUSE
sprite.playmode.setAt(0, 'REVERSE')
// billboarding
sprite.billboarding.setAll(true);
sprite.billboarding.setAt(0, true);
The useInstancedSprite hook supports typing for autocompletion of animation names:
type AnimationNames = 'walk' | 'run' | 'idle' | 'fly'
const { updatePosition, count, animationMap, sprite } = useInstancedSprite<AnimationNames>()
Instance is a slot prop component that is used to update sprite instances properties. You can gain access to it with let:Instance
on InstancedSprite
component.
Then put it as a child component. The only required property is id
. It also has position
of type Vector3Tuple
prop and scale
of type Vector2Tuple
.
Other than this, it as other properties that you can find in the InstancedSpriteMesh
, so: animationName
, playmode
, billboarding
, offset
, loop
,
flipX
, flipY
, frameId
. Read more about them in the InstancedSpriteMesh section
The <Instance>
component serves as a declarative alternative to useInstancedSprite
hook to dynamically update the properties of sprite instances within the
InstancedSprite
component. You can access through the let:Instance
directive.
Example: Set a position, scale and flipX for every instance.
<InstancedSprite
count={10000}
{spritesheet}
let:Instance
>
{#each { length: 10000 } as _, i}
<Instance
position={[Math.random()*100, Math.random()*100, Math.random()*100]}
scale={[3, 3]}
flipX
id={i}
/>
{/each}
</InstancedSprite>
<ComponentSignature
titleOverride={
}
idOverride="instance-component-signature"
componentName={''}
signature={{
props:
[
{
name: 'id',
type: 'number',
required: true,
description: 'Instance id. Ranges between 0 and the count
value of InstacedSpriteMesh.'
},
{
name: 'animationName',
type: 'string',
required: false,
description: 'Sets an active animation by name.'
},
{
name: 'position',
type: 'Vector3Tuple',
required: false,
description: 'Sets the position of an instance.'
},
{
name: 'scale',
type: 'Vector2Tuple',
required: false,
description: 'Sets the scale of an instance.'
},
{
name: 'playmode',
type: '"FORWARD" | "REVERSE" | "PAUSE" | "PINGPONG"',
required: false,
description: 'Sets the playmode of an instance.'
},
{
name: 'billboarding',
type: 'boolean',
required: false,
description: 'Toggles billboarding on/off.'
},
{
name: 'offset',
type: 'number',
required: false,
description: 'Sets the exact time value in ms by which the animation playback is offset.'
},
{
name: 'loop',
type: 'boolean',
required: false,
description: 'Toggles looping of the animation on/off. If off, the last played frame is displayed when the animation completes.'
},
{
name: 'flipX',
type: 'boolean',
required: false,
description: 'Toggles flipping the sprite horizontally.'
},
{
name: 'flipY',
type: 'boolean',
required: false,
description: 'Toggles flipping the sprite vertically.'
},
{
name: 'frameId',
type: 'number',
required: false,
description: Sets an exact frame to display. If animationName is set, it's the id of the frame in that given animation, otherwise it's a spritesheet frame id.
}
]
}}
/>
The InstancedSpriteMesh
class is the foundation behind the <InstancedSprite>
component, written to enable efficient instancing of animated sprites within a
Three.js environment. The <InstancedSprite>
component lets you bind to it through ref
.
The class extends the capabilities of the troika's InstancedUniformsMesh. For an in-depth exploration of InstancedSpriteMesh
and its features, refer to the documentation available at InstancedSpriteMesh docs.
Object used in buildSpritesheet
function has to be compliant with the SpritesheetMetadata
type format. This type is structured to
accommodate the metadata for one or multiple sprite files within a single spritesheet.
type SpritesheetMetadata = {
url: string
type: 'rowColumn' | 'frameSize'
width: number
height: number
animations: {
name: string
frameRange: [number, number]
}[]
}[]
A SpritesheetMetadata
is an array, with each entry representing metadata fields for one sprite:
- `url`: Specifies the path or URL to the sprite image file.
- `type`: Determines the method of defining the spritesheet dimensions. Type `"rowColumn"` specifies the layout in terms of rows
and columns within the image, and type `"frameSize"` instead defines the size of each frame, allowing the utility to calculate the layout.
- `width` and `height`: Depending on type, these refer to the number of `columns` and `rows` (`"rowColumn"`) or the dimensions of a single frame (`"frameSize"`).
- `animations`: An array detailing the animations, where each animation has a name and a `frameRange`. The `frameRange` is a tuple
marking the start and end frames of the animation.
For improved developer experience when working with TypeScript, it is strongly recommended to use as const
assertion in
combination with satisfies SpritesheetMetadata
. This approach not only ensures compliance with the SpritesheetMetadata
type but also enables autocompletion for animation names within utility functions, which is highly recommended:
buildSpritesheet()
is a utility function for building a final texture and spritesheet object from a provided SpritesheetMetadata
object or external source.
Each buildSpritesheet
method return an Promise that and has to be awaited. Promise returned by each method contains an object with a spritesheet
ready for use in <InstancedSprite>
.
Other than spritesheet
promise, it also returns a useInstancedSprite
hook. This hook can be enhanced with
extra typescript support for autocompletion of animation names as such:
const meta = [
{
url: '/textures/sprites/cacodaemon.png',
type: 'rowColumn',
width: 8,
height: 4,
animations: [
{ name: 'fly', frameRange: [0, 5] },
{ name: 'attack', frameRange: [8, 13] },
{ name: 'idle', frameRange: [16, 19] },
{ name: 'death', frameRange: [24, 31] }
]
}
] as const satisfies SpritesheetMetadata
const result = buildSpritesheet.from<typeof meta>(meta)
Similar to above, but it parses the Aseprite metadata json into the correct format. Does not provide any additional utilities.
const demonSpriteMeta = [
{
url: '/textures/sprites/cacodaemon.png',
type: 'rowColumn',
width: 8,
height: 4,
animations: [
{ name: 'fly', frameRange: [0, 5] },
{ name: 'attack', frameRange: [8, 13] },
{ name: 'idle', frameRange: [16, 19] },
{ name: 'death', frameRange: [24, 31] }
]
}
] as const satisfies SpritesheetMetadata
const goblinSpriteMeta = [
{
url: '/textures/sprites/goblin/Attack.png',
type: 'rowColumn',
width: 8,
height: 1,
animations: [{ name: 'attack', frameRange: [0, 7] }]
},
{
url: '/textures/sprites/goblin/Death.png',
type: 'rowColumn',
width: 4,
height: 1,
animations: [{ name: 'death', frameRange: [0, 3] }]
},
{
url: '/textures/sprites/goblin/Idle.png',
type: 'rowColumn',
width: 4,
height: 1,
animations: [{ name: 'idle', frameRange: [0, 3] }]
}
] as const satisfies SpritesheetMetadata
This component focuses on targetting animated sprites, but it's possible to use it for static images as well. If each frame of the spritesheet is a separate animation, then it effectively acts as an atlas with named sprites.
The <Tree/>
component in the example above does this.
Set autoUpdate={false}
on static components and only update it manually with sprite.update()
. This has to be done when the InstancedSprite is initiated or when spritesheet or atlas change.
If you don't do it, then the spritesheet will run animation updates each frame to run animations that don't really exist.