Pixijs Math
Use this skill when working with coordinates, vectors, matrices, shapes, hit testing, or layout rectangles in PixiJS v8. Covers Point/ObservablePoint, Matrix (2D affine, decompose (including mirrored/negative-scale matrices), apply, applyInverse), shapes (Rectangle, Circle, Ellipse, Polygon, RoundedRectangle, Triangle), Rectangle layout helpers (pad, fit, enlarge, ceil, scale, getBounds), strokeContains hit tests, Polygon isClockwise/containsPolygon, toGlobal/toLocal, PointData/PointLike/Size types, DEG_TO_RAD, and pixi.js/math-extras vector and intersection helpers. Triggers on: Point, ObservablePoint, Matrix, Rectangle, Circle, Polygon, Triangle, RoundedRectangle, toGlobal, toLocal, hitArea, strokeContains, pad, fit, enlarge, ceil, getBounds, containsRect, intersects, isClockwise, math-extras, lineIntersection, segmentIntersection, DEG_TO_RAD, PointData, decompose, mirror, flip, negative scale, setFromMatrix.
- Skill ID
- pixijs/pixijs-skills/pixijs-math
- Publisher
- pixijs
- Repository
- pixijs-skills
- Installs
- 0
- Files
- 1
- License
- MIT
- Synced
- Sep 23, 2026
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
pixijs/pixijs-skills/pixijs-mathInstalls these files- SKILL.md
What this skill tells the agent
PixiJS exposes lightweight math primitives (Point, Matrix, shape classes) used throughout the library for transforms, hit testing, and coordinate conversion. Import pixi.js/math-extras to add vector operations (add, dot, magnitude, reflect) and Rectangle intersection/union helpers.
Quick Start
const parent = new Container();
parent.position.set(100, 100);
parent.scale.set(2);
app.stage.addChild(parent);
const child = new Container();
child.position.set(50, 50);
parent.addChild(child);
const globalPt = child.toGlobal(new Point(0, 0));
const m = new Matrix()
.translate(100, 50)
.rotate(Math.PI / 4)
.scale(2, 2);
const world = m.apply(new Point(10, 20));
const hitArea = new Rectangle(0, 0, 200, 100);
console.log(hitArea.contains(50, 50));Related skills: pixijs-scene-container (transform properties), pixijs-events (hitArea usage), pixijs-scene-core-concepts (culling with Rectangle).
Core Patterns
Point and ObservablePoint
Point is a simple {x, y} value type. ObservablePoint fires a callback when x or y changes; it is used internally by Container's position, scale, pivot, origin, and skew.
import { Point } from "pixi.js";
const p = new Point(10, 20);
p.set(30, 40); // set both
p.set(50); // x=50, y=50
const clone = p.clone();
console.log(p.equals(clone)); // true
p.copyFrom({ x: 1, y: 2 }); // accepts any PointData
// Point.shared: temporary point, reset to (0,0) on each access
const temp = Point.shared;
temp.set(100, 200);
// do not store a reference to Point.sharedContainer properties like position, scale, pivot, origin, and skew are ObservablePoints. Setting .x or .y on them triggers transform recalculation automatically.
import { Container } from "pixi.js";
const obj = new Container();
obj.position.set(100, 200); // triggers observer -> marks transform dirty
obj.position.x = 150; // also triggers observerMatrix (2D affine transform)
Matrix represents a 3x3 affine transform: | a c tx | b d ty | 0 0 1 |. It supports translate, scale, rotate, append, prepend, invert, and decompose.
import { Matrix, Point } from "pixi.js";
// Build a transform
const m = new Matrix()
.translate(100, 50)
.rotate(Math.PI / 4)
.scale(2, 2);
// Transform a point (local -> parent space)
const local = new Point(10, 20);
const world = m.apply(local);
// Inverse transform (parent -> local space)
const backToLocal = m.applyInverse(world);
// Combine matrices
const a = new Matrix().translate(50, 0);
const b = new Matrix().rotate(Math.PI / 2);
a.append(b); // a = a * b
// Decompose into position/scale/rotation/skew
const transform = {
position: new Point(),
scale: new Point(),
pivot: new Point(),
skew: new Point(),
rotation: 0,
};
m.decompose(transform);
console.log(transform.rotation); // ~0.785 (PI/4)
// A mirrored matrix (one axis flipped, axes still perpendicular) decomposes into
// rotation + negative scale.x with zero skew. scale.y is never negative: a y-axis
// flip comes back as scale.x = -1 plus a half turn. Either way the parts rebuild the matrix.
const mirrored = new Matrix().rotate(Math.PI / 6).scale(-1, 1);
mirrored.decompose(transform);
transform.scale.x; // -1
transform.skew.x; // 0
// Shared temporary matrix (reset on each access)
const temp = Matrix.shared;
// IDENTITY is read-only reference
const isDefault = m.equals(Matrix.IDENTITY);Coordinate transforms via Container
Containers provide toGlobal, toLocal, and getGlobalPosition for coordinate conversion.
import { Container, Point } from "pixi.js";
const parent = new Container();
parent.position.set(100, 100);
parent.scale.set(2);
const child = new Container();
child.position.set(50, 50);
parent.addChild(child);
// Local point in child's space -> global (world) space
const globalPt = child.toGlobal(new Point(0, 0));
// globalPt = { x: 200, y: 200 } (100 + 50*2, 100 + 50*2)
// Global point -> child's local space
const localPt = child.toLocal(new Point(200, 200));
// localPt = { x: 0, y: 0 }
// Convert between two containers
const other = new Container();
other.position.set(300, 300);
const ptInOther = child.toLocal(new Point(10, 10), other);Shapes and hit testing
Rectangle, Circle, Ellipse, Polygon, RoundedRectangle, and Triangle all implement contains(x, y) for point-in-shape tests, plus getBounds(out?) and strokeContains(x, y, width, alignment?) (Triangle ignores alignment and always tests a centered stroke). They can be used as hitArea on containers for custom interaction regions.
import { Rectangle, Circle, Ellipse, Polygon, Container } from "pixi.js";
const rect = new Rectangle(0, 0, 200, 100);
rect.contains(50, 50); // true
rect.contains(300, 50); // false
rect.left; // 0
rect.right; // 200
rect.top; // 0
rect.bottom; // 100
rect.isEmpty(); // false (Rectangle.EMPTY returns a fresh empty rect)
// Native Rectangle-to-Rectangle methods (no math-extras needed)
const other = new Rectangle(50, 50, 100, 100);
rect.containsRect(other); // true if `other` is fully inside `rect`
rect.containsRect(new Rectangle(100, 0, 100, 100)); // true: a flush right edge counts
rect.containsRect(rect.clone()); // true: identical rects contain each other
rect.intersects(other); // boolean: do they overlap at all?
rect.intersects(other, matrix); // overlap after transforming `other`
// Stroke hit testing (alignment: 1 = inner, 0.5 = centered, 0 = outer)
rect.strokeContains(0, 50, 4); // true if (0,50) lies on a 4px centered stroke
const circle = new Circle(100, 100, 50);
circle.strokeContains(150, 100, 4, 1); // inner-aligned stroke check
// A stroke that reaches past the shape's centre covers the whole interior; there is no hole
new Ellipse(0, 0, 10, 10).strokeContains(0, 0, 40, 1); // true
// getBounds works on every shape (returns a Rectangle, accepts an out param)
const bounds = circle.getBounds();
const reused = new Rectangle();
new Polygon([0, 0, 100, 0, 50, 100]).getBounds(reused);
// Use as hit area for interaction
const button = new Container();
button.hitArea = new Rectangle(0, 0, 200, 50);
button.eventMode = "static";
button.on("pointerdown", () => {
/* clicked */
});Do not confuse native Rectangle.intersects(other) (returns boolean) with math-extras intersection(other) (returns a Rectangle describing the overlap area).
Rectangle layout helpers
Rectangle ships with mutating helpers used heavily in UI/layout, bounds aggregation, and pixel snapping. All return this for chaining.
import { Rectangle } from "pixi.js";
const r = new Rectangle(10, 10, 100, 50);
r.pad(5); // grow on all sides: x=5, y=5, w=110, h=60
r.pad(10, 4); // separate horizontal/vertical padding
r.scale(2); // multiply x, y, width, height by 2
// fit shrinks `this` to lie inside another rect (clipping)
const viewport = new Rectangle(0, 0, 200, 200);
new Rectangle(150, 150, 200, 200).fit(viewport); // -> 150, 150, 50, 50
// enlarge expands `this` to include another rect (bounds aggregation)
const total = new Rectangle();
items.forEach((item) =>
total.enlarge(new Rectangle().copyFromBounds(item.getBounds())),
);
// ceil snaps to a pixel grid (resolution: 1 = whole pixels, 2 = half pixels)
new Rectangle(10.2, 10.6, 100.8, 100.4).ceil();
// copy a Container/Mesh bounds object straight into a Rectangle
new Rectangle().copyFromBounds(container.getBounds());Polygon
Polygon accepts four constructor formats: a flat number array, an array of point-like objects, or either passed as spread arguments.
import { Polygon, Point } from "pixi.js";
new Polygon([0, 0, 100, 0, 50, 100]); // flat numbers
new Polygon([new Point(0, 0), new Point(100, 0), new Point(50, 100)]); // PointData[]
new Polygon(0, 0, 100, 0, 50, 100); // spread numbers
new Polygon(new Point(0, 0), new Point(100, 0), new Point(50, 100)); // spread points
const poly = new Polygon([0, 0, 100, 0, 100, 100, 0, 100]);More from pixijs
Use this skill in a project
Open any RiverX project, search the Skills panel for pixijs/pixijs-skills/pixijs-math, and install it in one click.
