pixijs-scene-core-concepts

Use this skill when reasoning about the PixiJS v8 scene graph as a whole: how containers, leaves, transforms, and render order fit together. Covers leaf vs container distinction, local/world coordinates, culling, render groups, sortable children, masking, RenderLayer, constructor options shared by e

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npx skills add pixijs/pixijs-skills --skill pixijs-scene-core-concepts

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This skill is the shared mental model referenced by all pixijs scene leaves. It explains what the scene graph is in PixiJS v8, how a Container differs from a leaf, and where each concept lives. It does not go deep on any single API; it frames the pieces and points to the skill or reference file that does. Quick Start Related skills: pixijs scene container (Container API in detail), the leaf skills ( pixijs scene sprite , pixijs scene graphics , pixijs scene text , pixijs scene mesh , pixijs scene particle container , pixijs scene dom container , pixijs scene gif ), pixijs events (hit testing traverses the scene graph), pixijs performance (cache, culling, render groups), pixijs math (Matrix, toGlobal/toLocal detail). Core Concepts What the scene graph is The PixiJS scene graph is a tree of display objects rooted at app.stage . Each node has a parent, a transform (position, scale, rotation, pivot, skew) relative to its parent, and optional visual state (alpha, tint, blendMode, visibility). Each frame the renderer walks the tree, composes transforms and visual state down to world space, culls what's offscreen, and emits draw calls. The scene graph is both the layout model and the render order: earlier siblings draw behind later siblings. Every display object in v8 is a Container subclass. DisplayObject from earlier versions was removed. Container vs leaf (CRITICAL) There are two roles in the tree: Containers : nodes that hold children. Use a Container (or RenderLayer ) for any node that groups, positions, or transforms other nodes. Leaves : nodes that draw something and have no children. Use Sprite , Graphics , Text , Mesh , ParticleContainer 's Particle , DOMContainer , or GifSprite as leaves. In PixiJS v8, leaves must not have children. Adding children to a Sprite / Graphics / Text / Mesh logs a deprecation warning and is scheduled to become a hard error. The rule is: use Container for any node that needs children; do not nest children inside leaf scene objects. If you need to group a leaf with other leaves, wrap them in a Container . This distinction is why the pixijs scene skills are split the way they are: pixijs scene container covers the grouping node, and each leaf gets its own skill focused on its draw behavior. Transforms and coordinate spaces Every container composes a localTransform (a Matrix ) from its position , scale , rotation , pivot , and skew . The renderer multiplies parents' local transforms together to produce the worldTransform (and groupTransform if a render group is in the chain), which maps local points to scene root space. Use toGlobal(point) and toLocal(point, from?) to convert between spaces, and getGlobalPosition() for this object's world position. Full Matrix detail lives in pixijs math ; transform setters and toLocal / toGlobal live in pixijs scene container . Render order and explicit z ordering Children render in array order: index 0 first, last index last. For explicit z ordering on a single container, set sortableChildren = true and assign zIndex values to children. For render order that is decoupled from the logical hierarchy (e.g., a character's parent is a game world but its drawing happens on a UI layer), use RenderLayer . Deep detail, including when to prefer sortable children vs RenderLayer, is in references/scene management.md . Render groups Flagging a container with isRenderGroup: true (or calling container.enableRenderGroup() ) tells PixiJS to apply its transform on the GPU as a single matrix instead of recomputing every descendant's world transform on the CPU each frame. Use render groups on large, stable sub trees such as worlds, UI layers, or parallax strips. Deep detail in references/scene management.md . Culling cullable = true + a cullArea: Rectangle tells the CullerPlugin (or any culling pass) to skip rendering objects that fall outside the visible area. cullableChildren = false short circuits recursive culling for a sub tree whose children are always on screen. Culling is a performance topic; pixijs performance and references/scene management.md cover the trade offs. Masking Set container.mask to another display object to clip its rendering. PixiJS picks the mask type automatically: a Graphics or Container mask uses a stencil buffer, a Sprite mask uses an alpha filter, and a number selects a ColorMask . All four mask types (AlphaMask, StencilMask, ScissorMask, ColorMask) are covered in references/masking.md . Visibility, alpha, tint, and blend mode visible = false skips rendering and transform updates; renderable = false skips rendering but still updates transforms (use when hit testing or bounds queries need to stay live). alpha and tint multiply down through the sub tree; blendMode controls how this container's draw instructions composite against what is already on the target. See pixijs blend modes for the full blend mode list and pixijs scene container for per node state. Destroy semantics container.destroy() unlinks one node. container.destroy({ children: true }) recursively destroys the whole sub tree; always use this for killing a branch. texture: true and textureSource: true additionally tear down GPU resources owned by leaves. If cacheAsTexture is on, disable it before destroying. pixijs scene container documents the full signature. Lifecycle events Containers emit events for hierarchy and visibility changes: childAdded / childRemoved on the parent, added / removed on the child, plus visibleChanged and destroyed on the container itself. Useful for wiring reactive UI updates or resource bookkeeping. Full details in references/container hierarchy.md . Leaf comparison: which skill covers which object Leaf Primary use Skill Sprite Draw a single texture at a position (with variants NineSliceSprite for resizable UI panels and TilingSprite for repeating backgrounds). pixijs scene sprite Text / BitmapText / HTMLText / SplitText / SplitBitmapText Render text. Canvas based Text for general use, BitmapText for high volume cheap text, HTMLText for rich HTML/CSS layout, split variants for per character animation. pixijs scene text Graphics Vector drawing: shapes, lines, paths, fills, strokes. Backed by a GraphicsContext . pixijs scene graphics Mesh / MeshSimple / MeshPlane / MeshRope / PerspectiveMesh Custom geometry with a shader or texture. Use MeshRope for textured path following ribbons and PerspectiveMesh for 2D perspective. pixijs scene mesh ParticleContainer + Particle Thousands of lightweight sprites with a restricted transform set, for high throughput particle effects. pixijs scene particle container DOMContainer Render an HTML element positioned inside the scene graph (useful for inputs, iframes, accessibility overlays). pixijs scene dom container GifSprite Animated GIF playback as a display object. Requires pixi.js/gif . pixijs scene gif Container itself is covered in pixijs scene container and is the node every leaf lives inside. When to use what (quick decisions) "I want to group and transform some display objects" → Container , see pixijs scene container . "I want to draw a texture" → Sprite , see pixijs scene sprite . "I want to draw vector shapes or paths" → Graphics , see pixijs scene graphics . "I want to draw text" → Text / BitmapText / HTMLText , see pixijs scene text . "I want thousands of cheap sprites" → ParticleContainer , see pixijs scene particle container . "I want a custom geometry mesh or a deformed sprite" → Mesh or one of its variants, see pixijs scene mesh . "I want to clip a sub tree" → set .mask , see references/masking.md . "I want a decoupled render order" → RenderLayer , see references/scene management.md . "I want GPU level transforms for a big stable sub tree" → isRenderGroup: true , see references/scene management.md . "I want to skip offscreen rendering" → cullable = true + CullerPlugin , see pixijs performance . References [references/constructor options.md](references/constructor options.md): the ~30 fields inherited by every Container derived node (transform, display, hierarchy, sorting, layout, effects, callbacks), with defaults, types, and when line by line assignment is appropriate. Shared reference for all leaf skills. [references/container hierarchy.md](references/container hierarchy.md): add/remove/swap children, reparenting with transform preservation, label navigation, destroy sub trees. [references/transforms.md](references/transforms.md): position, scale, rotation, pivot, origin, skew, toGlobal/toLocal, the three matrices (local/group/world), bounds. [references/masking.md](references/masking.md): AlphaMask, StencilMask, ScissorMask, ColorMask, inverse masking, cost comparison. [references/layers.md](references/layers.md): RenderLayer , attach/detach, sorted layers, layer + logical parent split. [references/render groups.md](references/render groups.md): isRenderGroup , GPU level transforms, when to use, render groups vs cacheAsTexture . [references/scene management.md](references/scene management.md): combined view; render groups, RenderLayer , culling, zIndex sorting, boundsArea . Common Mistakes [CRITICAL] Adding children to a leaf display object Wrong: Correct: In v8 leaves ( Sprite , Graphics , Text , Mesh , ParticleContainer , DOMContainer , GifSprite ) technically extend Container but should not hold children. Adding children to a leaf produces undefined rendering behavior. Wrap the leaf in a Container when you need grouping. [CRITICAL] Referencing DisplayObject Wrong: Correct: DisplayObject was removed in v8. Every display object — including Sprite , Graphics , Text , Mesh — is a Container subclass now. Use Container as the base type. [HIGH] Forgetting isRenderGroup on large static subtrees Wrong: Correct: Without isRenderGroup: true , the renderer recomposes every child's transform against its parents every frame. Marking the subtree as a render group caches transforms and draw state until a child changes, which is essential for large or mostly static trees. [HIGH] Treating child.x as world space Wrong: Correct: Container.x/y/scale/rotation are LOCAL to the parent. Use toGlobal(point) to compute world space coordinates, or getGlobalPosition() for the container's origin in world space. The world transform is not exposed as a simple x/y pair. [MEDIUM] sortableChildren without zIndex Wrong: Correct: sortableChildren re sorts children by zIndex before rendering, but only takes effect when children actually have distinct zIndex values. Setting only the parent flag has no visible effect.