calesthio/openmontage1 file

Threejs Geometry

Three.js geometry creation - built-in shapes, BufferGeometry, custom geometry, instancing. Use when creating 3D shapes, working with vertices, building custom meshes, or optimizing with instanced rendering.

Specification
Skill ID
calesthio/openmontage/threejs-geometry
Publisher
calesthio
Repository
openmontage
Installs
0
Files
1
Synced
Sep 23, 2026
How to use it

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.

calesthio/openmontage/threejs-geometryInstalls these files
  • SKILL.md

What this skill tells the agent

Three.js Geometry

Quick Start

import * as THREE from "three";

// Built-in geometry
const box = new THREE.BoxGeometry(1, 1, 1);
const sphere = new THREE.SphereGeometry(0.5, 32, 32);
const plane = new THREE.PlaneGeometry(10, 10);

// Create mesh
const material = new THREE.MeshStandardMaterial({ color: 0x00ff00 });
const mesh = new THREE.Mesh(box, material);
scene.add(mesh);

Built-in Geometries

Basic Shapes

// Box - width, height, depth, widthSegments, heightSegments, depthSegments
new THREE.BoxGeometry(1, 1, 1, 1, 1, 1);

// Sphere - radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength
new THREE.SphereGeometry(1, 32, 32);
new THREE.SphereGeometry(1, 32, 32, 0, Math.PI * 2, 0, Math.PI); // Full sphere
new THREE.SphereGeometry(1, 32, 32, 0, Math.PI); // Hemisphere

// Plane - width, height, widthSegments, heightSegments
new THREE.PlaneGeometry(10, 10, 1, 1);

// Circle - radius, segments, thetaStart, thetaLength
new THREE.CircleGeometry(1, 32);
new THREE.CircleGeometry(1, 32, 0, Math.PI); // Semicircle

// Cylinder - radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded
new THREE.CylinderGeometry(1, 1, 2, 32, 1, false);
new THREE.CylinderGeometry(0, 1, 2, 32); // Cone
new THREE.CylinderGeometry(1, 1, 2, 6); // Hexagonal prism

// Cone - radius, height, radialSegments, heightSegments, openEnded
new THREE.ConeGeometry(1, 2, 32, 1, false);

// Torus - radius, tube, radialSegments, tubularSegments, arc
new THREE.TorusGeometry(1, 0.4, 16, 100);

// TorusKnot - radius, tube, tubularSegments, radialSegments, p, q
new THREE.TorusKnotGeometry(1, 0.4, 100, 16, 2, 3);

// Ring - innerRadius, outerRadius, thetaSegments, phiSegments
new THREE.RingGeometry(0.5, 1, 32, 1);

Advanced Shapes

// Capsule - radius, length, capSegments, radialSegments
new THREE.CapsuleGeometry(0.5, 1, 4, 8);

// Dodecahedron - radius, detail
new THREE.DodecahedronGeometry(1, 0);

// Icosahedron - radius, detail (0 = 20 faces, higher = smoother)
new THREE.IcosahedronGeometry(1, 0);

// Octahedron - radius, detail
new THREE.OctahedronGeometry(1, 0);

// Tetrahedron - radius, detail
new THREE.TetrahedronGeometry(1, 0);

// Polyhedron - vertices, indices, radius, detail
const vertices = [1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1];
const indices = [2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1];
new THREE.PolyhedronGeometry(vertices, indices, 1, 0);

Path-Based Shapes

// Lathe - points[], segments, phiStart, phiLength
const points = [
  new THREE.Vector2(0, 0),
  new THREE.Vector2(0.5, 0),
  new THREE.Vector2(0.5, 1),
  new THREE.Vector2(0, 1),
];
new THREE.LatheGeometry(points, 32);

// Extrude - shape, options
const shape = new THREE.Shape();
shape.moveTo(0, 0);
shape.lineTo(1, 0);
shape.lineTo(1, 1);
shape.lineTo(0, 1);
shape.lineTo(0, 0);

const extrudeSettings = {
  steps: 2,
  depth: 1,
  bevelEnabled: true,
  bevelThickness: 0.1,
  bevelSize: 0.1,
  bevelSegments: 3,
};
new THREE.ExtrudeGeometry(shape, extrudeSettings);

// Tube - path, tubularSegments, radius, radialSegments, closed
const curve = new THREE.CatmullRomCurve3([
  new THREE.Vector3(-1, 0, 0),
  new THREE.Vector3(0, 1, 0),
  new THREE.Vector3(1, 0, 0),
]);
new THREE.TubeGeometry(curve, 64, 0.2, 8, false);

Text Geometry

import { FontLoader } from "three/examples/jsm/loaders/FontLoader.js";
import { TextGeometry } from "three/examples/jsm/geometries/TextGeometry.js";

const loader = new FontLoader();
loader.load("fonts/helvetiker_regular.typeface.json", (font) => {
  const geometry = new TextGeometry("Hello", {
    font: font,
    size: 1,
    depth: 0.2, // Was 'height' in older versions
    curveSegments: 12,
    bevelEnabled: true,
    bevelThickness: 0.03,
    bevelSize: 0.02,
    bevelSegments: 5,
  });

  // Center text
  geometry.computeBoundingBox();
  geometry.center();

  const mesh = new THREE.Mesh(geometry, material);
  scene.add(mesh);
});

BufferGeometry

The base class for all geometries. Stores data as typed arrays for GPU efficiency.

Custom BufferGeometry

const geometry = new THREE.BufferGeometry();

// Vertices (3 floats per vertex: x, y, z)
const vertices = new Float32Array([
  -1,
  -1,
  0, // vertex 0
  1,
  -1,
  0, // vertex 1
  1,
  1,
  0, // vertex 2
  -1,
  1,
  0, // vertex 3
]);
geometry.setAttribute("position", new THREE.BufferAttribute(vertices, 3));

// Indices (for indexed geometry - reuse vertices)
const indices = new Uint16Array([
  0,
  1,
  2, // triangle 1
  0,
  2,
  3, // triangle 2
]);
geometry.setIndex(new THREE.BufferAttribute(indices, 1));

// Normals (required for lighting)
const normals = new Float32Array([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]);
geometry.setAttribute("normal", new THREE.BufferAttribute(normals, 3));

// UVs (for texturing)
const uvs = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]);
geometry.setAttribute("uv", new THREE.BufferAttribute(uvs, 2));

// Colors (per-vertex colors)
const colors = new Float32Array([
  1,
  0,
  0, // red
  0,
  1,
  0, // green
  0,
  0,
  1, // blue
  1,
  1,
  0, // yellow
]);
geometry.setAttribute("color", new THREE.BufferAttribute(colors, 3));
// Use with: material.vertexColors = true

BufferAttribute Types

// Common attribute types
new THREE.BufferAttribute(array, itemSize);

// Typed array options
new Float32Array(count * itemSize); // Positions, normals, UVs
new Uint16Array(count); // Indices (up to 65535 vertices)
new Uint32Array(count); // Indices (larger meshes)
new Uint8Array(count * itemSize); // Colors (0-255 range)

// Item sizes
// Position: 3 (x, y, z)
// Normal: 3 (x, y, z)
// UV: 2 (u, v)
// Color: 3 (r, g, b) or 4 (r, g, b, a)
// Index: 1

Modifying BufferGeometry

const positions = geometry.attributes.position;

// Modify vertex
positions.setXYZ(index, x, y, z);

// Access vertex
const x = positions.getX(index);
const y = positions.getY(index);
const z = positions.getZ(index);

// Flag for GPU update
positions.needsUpdate = true;

// Recompute normals after position changes
geometry.computeVertexNormals();

// Recompute bounding box/sphere after changes
geometry.computeBoundingBox();
geometry.computeBoundingSphere();

Interleaved Buffers (Advanced)

// More efficient memory layout for large meshes
const interleavedBuffer = new THREE.InterleavedBuffer(
  new Float32Array([
    // pos.x, pos.y, pos.z, uv.u, uv.v (repeated per vertex)
    -1, -1, 0, 0, 0, 1, -1, 0, 1, 0, 1, 1, 0, 1, 1, -1, 1, 0, 0, 1,
  ]),
  5, // stride (floats per vertex)
);

geometry.setAttribute(
  "position",
  new THREE.InterleavedBufferAttribute(interleavedBuffer, 3, 0),
); // size 3, offset 0
geometry.setAttribute(
  "uv",
  new THREE.InterleavedBufferAttribute(interleavedBuffer, 2, 3),
); // size 2, offset 3

EdgesGeometry & WireframeGeometry

// Edge lines (only hard edges)
const edges = new THREE.EdgesGeometry(boxGeometry, 15); // 15 = threshold angle
const edgeMesh = new THREE.LineSegments(
  edges,
  new THREE.LineBasicMaterial({ color: 0xffffff }),
);

// Wireframe (all triangles)
const wireframe = new THREE.WireframeGeometry(boxGeometry);
const wireMesh = new THREE.LineSegments(
  wireframe,
  new THREE.LineBasicMaterial({ color: 0xffffff }),
);

Points

// Create point cloud
const geometry = new THREE.BufferGeometry();
const positions = new Float32Array(1000 * 3);

for (let i = 0; i < 1000; i++) {
  positions[i * 3] = (Math.random() - 0.5) * 10;
  positions[i * 3 + 1] = (Math.random() - 0.5) * 10;
  positions[i * 3 + 2] = (Math.random() - 0.5) * 10;
}

geometry.setAttribute("position", new THREE.BufferAttribute(positions, 3));

const material = new THREE.PointsMaterial({
  size: 0.1,
  sizeAttenuation: true, // Size decreases with distance
  color: 0xffffff,
});

const points = new THREE.Points(geometry, material);
scene.add(points);

Lines

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