Pixijs Scene Mesh

作者 pixijs83760c6f5346MIT346 个星标收录于 2026年10月8日更新于 2026年10月8日仓库7天前更新

Use this skill when rendering custom geometry in PixiJS v8. Covers Mesh with MeshGeometry (positions, uvs, indices, topology), MeshSimple for per-frame vertex animation, MeshPlane for subdivided deformation, MeshRope for path-following textures, PerspectiveMesh for 2.5D corners. Triggers on: Mesh, MeshGeometry, MeshSimple, MeshPlane, MeshRope, PerspectiveMesh, positions, uvs, indices, topology, setCorners, constructor options, MeshOptions, MeshPlaneOptions, MeshRopeOptions, SimpleMeshOptions, PerspectivePlaneOptions.

AI 生成的概览

指导 PixiJS v8 网格渲染:Mesh、MeshSimple、MeshPlane、MeshRope 与 PerspectiveMesh 的用法。

功能
该技能为使用 PixiJS v8 网格渲染自定义几何体提供参考指导。它讲解基础 Mesh 类与 MeshGeometry(positions、uvs、indices、topology),以及 MeshSimple、MeshPlane、MeshRope、PerspectiveMesh 四个子类,并说明各自的适用场景。内容还涵盖批处理规则、topology 的归属、命中测试以及 v8 常见迁移错误,并链接到各变体的参考文件。
适用场景
适用于编写渲染纹理或自定义几何体的 PixiJS v8 代码,例如变形矩形、绳索或轨迹、2.5D 透视平面。也适合从旧版 SimpleMesh、SimplePlane 或 SimpleRope API 迁移时参考。
运行要求
项目中需要 PixiJS v8。该技能不包含脚本,仅为说明与参考文档。

Meshes render arbitrary 2D (or perspective-projected) geometry with a texture or custom shader. PixiJS ships the base Mesh class plus four specialized subclasses for common shapes: MeshSimple, MeshPlane, MeshRope, and PerspectiveMesh. Pick the subclass that matches your shape; drop to the base Mesh when you need full vertex-level control or a custom shader.

Assumes familiarity with pixijs-scene-core-concepts. Meshes are leaf nodes; they cannot have children. Wrap multiple meshes in a Container to group them.

Quick Start

ts
const texture = await Assets.load("pattern.png");
const geometry = new MeshGeometry({  positions: new Float32Array([0, 0, 100, 0, 100, 100, 0, 100]),  uvs: new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]),  indices: new Uint32Array([0, 1, 2, 0, 2, 3]),  topology: "triangle-list",});
const mesh = new Mesh({  geometry,  texture,  roundPixels: false,});app.stage.addChild(mesh);

Every Mesh subclass takes a single options object. The base Mesh requires a geometry; subclasses (MeshSimple, MeshPlane, MeshRope, PerspectiveMesh) build the geometry internally and require a texture instead. See each variant's reference for the full field list.

Variants

VariantUse whenTrade-offsReference
MeshFull control, custom geometry, custom shadersYou build the MeshGeometry yourselfreferences/mesh.md [blocked]
MeshSimpleQuick textured shapes with per-frame vertex animationThin wrapper; auto-updates the vertex bufferreferences/mesh-simple.md [blocked]
MeshPlaneSubdivided textured rectangle for distortion effectsFixed topology; verticesX/verticesY control densityreferences/mesh-plane.md [blocked]
MeshRopeTexture following a polyline pathBent at each point; needs many points for smooth curvesreferences/mesh-rope.md [blocked]
PerspectiveMesh2D plane with perspective cornersNot true 3D; UV-level perspective correction onlyreferences/mesh-perspective.md [blocked]

When to use what

  • "I need a textured quad" → Sprite (see pixijs-scene-sprite), not a mesh. Meshes are for cases Sprite can't express.
  • "I need to deform a textured rectangle" → MeshPlane. Set verticesX/verticesY for the desired smoothness.
  • "I need a rope or trail that follows points" → MeshRope. Control thickness with width; use textureScale: 0 to stretch or > 0 to repeat.
  • "I need a tilted 2D card or floor" → PerspectiveMesh. Pass four corner positions; not real 3D but good enough for 2.5D effects.
  • "I need per-frame animated vertices with a simple shape" → MeshSimple. It handles the buffer-update dance for you.
  • "I need a custom shader or unusual geometry" → Base Mesh with a hand-built MeshGeometry. See pixijs-custom-rendering for shader authoring.
  • "I need true 3D rendering" → Use a dedicated 3D library. PerspectiveMesh simulates perspective at the UV level but has no depth buffer.

Quick concepts

MeshGeometry owns the vertex data

MeshGeometry holds the positions, uvs, indices, and topology. You can share one geometry across multiple Mesh instances; positions are reference-counted.

Batching

A mesh batches (combines with other draw calls) only if it uses MeshGeometry, has no custom shader, no depth or culling state, and the 'auto' rule (batchMode = 'auto' and ≤100 vertices). Custom shaders always render independently.

Topology is on the geometry, not the mesh

new MeshGeometry({ topology: 'triangle-strip' }); topology is a geometry property. The default is 'triangle-list'; set it explicitly if your data is organized differently.

Extra knobs

  • new MeshGeometry({ shrinkBuffersToFit: true }) — trims GPU buffer storage to the actual vertex count on creation. Use it when feeding large, one-shot geometries.
  • Mesh.containsPoint(point) — topology-aware hit test that walks the triangles. Works with any MeshGeometry, including custom layouts.
  • new Mesh({ geometry, state }) — pass a State object to control blend, depth, and culling. Batching is disabled automatically if depth or culling flags are set. Defaults to State.for2d() when omitted.

Common Mistakes

[HIGH] Using old SimpleMesh / SimplePlane / SimpleRope names

Wrong:

ts
import { SimpleRope } from "pixi.js";const rope = new SimpleRope(texture, points);

Correct:

ts
import { MeshRope } from "pixi.js";const rope = new MeshRope({ texture, points });

Renamed in v8: SimpleMesh → MeshSimple, SimplePlane → MeshPlane, SimpleRope → MeshRope. All switched to options-object constructors.

[HIGH] Positional constructor args for MeshGeometry

Wrong:

ts
const geom = new MeshGeometry(vertices, uvs, indices);

Correct:

ts
const geom = new MeshGeometry({  positions: vertices,  uvs,  indices,  topology: "triangle-list",});

v8 uses an options object. Note the property is positions, not vertices; the vertices name is only used by MeshSimple.

[MEDIUM] Adding children to a mesh

Wrong:

ts
mesh.addChild(otherMesh);

Correct:

ts
const group = new Container();group.addChild(mesh, otherMesh);

Mesh sets allowChildren = false. Adding children logs a deprecation warning. Group meshes inside a plain Container.

API Reference

来源与署名

来源:pixijs/pixijs-skills位于skills/pixijs-scene-mesh提交83760c6

许可证: MIT

内容归原作者所有。SourceWeft 从公开仓库中收录这些内容。

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