Pixijs Scene Mesh

作者 pixijs83760c6f5346MIT346 個星標收錄於 2026年10月8日更新於 2026年10月8日儲存庫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 產生的概覽

指導 PixiJS v8 網格渲染:Mesh、MeshSimple、MeshPlane、MeshRope 與 PerspectiveMesh 的用法。

功能
此技能為使用 PixiJS v8 網格渲染自訂幾何圖形提供參考指引。內容說明基礎 Mesh 類別與 MeshGeometry(positions、uvs、indices、topology),以及 MeshSimple、MeshPlane、MeshRope、PerspectiveMesh 四個子類別,並說明各自的適用情境。此外也涵蓋批次處理規則、topology 的歸屬、命中測試,以及 v8 常見的移轉錯誤,並連結到各變體的參考檔案。
適用情境
適用於撰寫以 PixiJS v8 渲染紋理或自訂幾何圖形的程式碼,例如變形矩形、繩索或軌跡、2.5D 透視平面。也適合從舊版 SimpleMesh、SimplePlane 或 SimpleRope API 移轉時參考。
執行需求
專案中需要 PixiJS v8。此技能不含指令碼,僅為說明與參考文件。

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

來源與署名

來源:pixijs/pixijs-skills位於skills/pixijs-scene-mesh提交83760c6

授權條款: MIT

內容歸原作者所有。SourceWeft 從公開儲存庫中收錄這些內容。

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