Class: Geometry

PIXI.Geometry

The Geometry represents a model. It consists of two components:

  • GeometryStyle - The structure of the model such as the attributes layout
  • GeometryData - the data of the model - this consists of buffers. This can include anything from positions, uvs, normals, colors etc.

Geometry can be defined without passing in a style or data if required (thats how I prefer!)

let geometry = new PIXI.Geometry();

geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2);
geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1],2)
geometry.addIndex([0,1,2,1,3,2])

new PIXI.Geometry (buffers, attributes)

Name Type Attributes Description
buffers Array<PIXI.Buffer> <optional>

an array of buffers. optional.

attributes object <optional>

of the geometry, optional structure of the attributes layout

Members

instanceCount number

Number of instances in this geometry, pass it to GeometrySystem.draw()

Default Value:
  • 1

refCount number

Count of existing (not destroyed) meshes that reference this geometry

glVertexArrayObjects object protected

A map of renderer IDs to webgl VAOs

Methods

PIXI.Geometry.merge (geometries) PIXI.Geometry static

merges an array of geometries into a new single one geometry attribute styles must match for this operation to work

Name Type Description
geometries Array<PIXI.Geometry>

array of geometries to merge

Returns:
Type Description
PIXI.Geometry shiny new geometry!

addAttribute (id, buffer, size, normalized, type, stride, start, instance) PIXI.Geometry

Adds an attribute to the geometry Note: stride and start should be undefined if you dont know them, not 0!

Name Type Attributes Default Description
id String

the name of the attribute (matching up to a shader)

buffer PIXI.Buffer | number<Array>

the buffer that holds the data of the attribute . You can also provide an Array and a buffer will be created from it.

size Number <optional>
0

the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2

normalized Boolean <optional>
false

should the data be normalized.

type Number <optional>
PIXI.TYPES.FLOAT

what type of number is the attribute. Check {PIXI.TYPES} to see the ones available

stride Number <optional>

How far apart (in floats) the start of each value is. (used for interleaving data)

start Number <optional>

How far into the array to start reading values (used for interleaving data)

instance boolean <optional>
false

Instancing flag

Returns:
Type Description
PIXI.Geometry returns self, useful for chaining.

addIndex (buffer) PIXI.Geometry

Adds an index buffer to the geometry The index buffer contains integers, three for each triangle in the geometry, which reference the various attribute buffers (position, colour, UV coordinates, other UV coordinates, normal, …). There is only ONE index buffer.

Name Type Attributes Description
buffer PIXI.Buffer | number<Array> <optional>

the buffer that holds the data of the index buffer. You can also provide an Array and a buffer will be created from it.

Returns:
Type Description
PIXI.Geometry returns self, useful for chaining.

returns a clone of the geometry

Returns:
Type Description
PIXI.Geometry a new clone of this geometry

destroy () void

Destroys the geometry.

dispose () void

disposes WebGL resources that are connected to this geometry

getAttribute (id) PIXI.Attribute

returns the requested attribute

Name Type Description
id String

the name of the attribute required

Returns:
Type Description
PIXI.Attribute the attribute requested.

getBuffer (id) PIXI.Buffer

returns the requested buffer

Name Type Description
id String

the name of the buffer required

Returns:
Type Description
PIXI.Buffer the buffer requested.

returns the index buffer

Returns:
Type Description
PIXI.Buffer the index buffer.

this function modifies the structure so that all current attributes become interleaved into a single buffer This can be useful if your model remains static as it offers a little performance boost

Returns:
Type Description
PIXI.Geometry returns self, useful for chaining.