Name | Type | Description |
---|---|---|
buffers |
Array<PIXI.Buffer> |
An array of buffers. optional. |
attributes |
{ [key: string]: PIXI.Attribute } |
Of the geometry, optional structure of the attributes layout |
Example
import { Geometry } from 'pixi.js';
const geometry = new Geometry();
geometry.addAttribute('positions', [0, 0, 100, 0, 0, 100, 100, 100], 2);
geometry.addAttribute('uvs', [0, 0, 1, 0, 0, 1, 1, 1], 2);
geometry.addIndex([0, 1, 2, 1, 3, 2]);
Members
A map of renderer IDs to webgl VAOs
Number of instances in this geometry, pass it to GeometrySystem.draw()
.
- Default Value:
- 1
Whether the geometry is instanced.
Count of existing (not destroyed) meshes that reference this geometry.
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 |
|
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 | 0 |
the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2 |
|
normalized |
boolean | false |
should the data be normalized. |
|
type |
PIXI.TYPES |
<optional> |
PIXI.TYPES.FLOAT |
what type of number is the attribute. Check PIXI.TYPES to see the ones available |
stride |
number |
<optional> |
0 |
How far apart, in bytes, the start of each value is. (used for interleaving data) |
start |
number |
<optional> |
0 |
How far into the array to start reading values (used for interleaving data) |
instance |
boolean | false |
Instancing flag |
Returns:
Type | Description |
---|---|
this |
|
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 |
|
clone () PIXI.Geometry
Returns a clone of the geometry.
Returns:
Type | Description |
---|---|
PIXI.Geometry |
|
Destroys the geometry.
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 |
|
getBuffer (id) PIXI.Buffer
Returns the requested buffer.
Name | Type | Description |
---|---|---|
id |
string |
The name of the buffer required. |
Returns:
Type | Description |
---|---|
PIXI.Buffer |
|
getIndex () PIXI.Buffer
Returns the index buffer
Returns:
Type | Description |
---|---|
PIXI.Buffer |
|
Get the size of the geometries, in vertices.
Returns:
Type | Description |
---|---|
number |
interleave () PIXI.Geometry
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 |
|