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Three.js Geometry

Free

Create and manipulate 3D geometries with ease.

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Free · Opens the source repo

What Three.js Geometry does

The Three.js Geometry skill provides developers and designers with a comprehensive toolkit for creating and manipulating 3D shapes using the Three.js library. This skill covers built-in geometries such as boxes, spheres, and planes, as well as advanced shapes like capsules, dodecahedrons, and polyhedrons. It also includes capabilities for creating custom geometries through BufferGeometry, allowing for optimized rendering and efficient memory usage. Whether you're building a simple 3D model or a complex scene, this skill simplifies the geometry creation process.

With built-in geometries, users can quickly generate standard shapes with specified dimensions and segments, making it easy to prototype and visualize ideas. Advanced geometries allow for more intricate designs, while path-based shapes enable the creation of complex forms by defining curves and extruding shapes. The skill also supports text geometry, allowing for the integration of 3D text into your scenes.

The BufferGeometry class is a key feature of this skill, storing geometry data in a format that is optimized for GPU processing. This is particularly useful for applications that require high performance and efficiency in rendering. Users can create custom BufferGeometry by defining vertices, indices, normals, and UVs, providing full control over the geometry's structure.

Overall, this skill is ideal for developers and designers looking to leverage Three.js for 3D graphics applications, whether for games, simulations, or visualizations. It provides the necessary tools to create a wide range of geometries, enhancing the capabilities of any Three.js project.

When to use it

Use this skill when you need to create 3D shapes, work with vertices, or build custom meshes in a Three.js project.

When not to use it

This skill may not be suitable for projects that do not involve 3D graphics or require a different rendering engine.

What you can build with it

Creating Basic Shapes

Quickly generate standard 3D shapes like boxes and spheres for prototyping or visualizations.

Building Custom Meshes

Utilize BufferGeometry to create intricate custom geometries tailored to specific project requirements.

Integrating 3D Text

Easily add 3D text elements to your scenes for branding or informational purposes.

How to install Three.js Geometry

View source

1. Install with the skills CLI

npx skills add calesthio/openmontage/threejs-geometry --agent claude-code

2. Or install it manually

Download the skill folder and drop it into ~/.claude/skills/ for all projects, or .claude/skills/ to scope it to one repo. Restart Claude Code so it picks up the new skill.

Anthropic's agentic coding CLI, and the reference implementation of Agent Skills. Drop a skill folder into ~/.claude/skills and Claude Code loads it automatically whenever a task matches the skill's description. Claude Code docs

Inside SKILL.md

Written by calesthio

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

// Line (connected points)
const points = [
  new THREE.Vector3(-1, 0, 0),
  new THREE.Vector3(0, 1, 0),
  new THREE.Vector3(1, 0, 0),
];
const geometry = new THREE.BufferGeometry().setFromPoints(points);
const line = new THREE.Line(
  geometry,
  new THREE.LineBasicMaterial({ color: 0xff0000 }),
);

// LineLoop (closed loop)
const loop = new THREE.LineLoop(geometry, material);

// LineSegments (pairs of points)
const segmentsGeometry = new THREE.BufferGeometry();
segmentsGeometry.setAttribute(
  "position",
  new THREE.BufferAttribute(
    new Float32Array([
      -1,
      0,
      0,
      0,
      1,
      0, // segment 1
      0,
      1,
      0,
      1,
      0,
      0, // segment 2
    ]),
    3,
  ),
);
const segments = new THREE.LineSegments(segmentsGeometry, material);

InstancedMesh

Efficiently render many copies of the same geometry.

const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshStandardMaterial({ color: 0x00ff00 });
const count = 1000;

const instancedMesh = new THREE.InstancedMesh(geometry, material, count);

// Set transforms for each instance
const dummy = new THREE.Object3D();
const matrix = new THREE.Matrix4();

for (let i = 0; i < count; i++) {
  dummy.position.set(
    (Math.random() - 0.5) * 20,
    (Math.random() - 0.5) * 20,
    (Math.random() - 0.5) * 20,
  );
  dummy.rotation.set(Math.random() * Math.PI, Math.random() * Math.PI, 0);
  dummy.scale.setScalar(0.5 + Math.random());
  dummy.updateMatrix();

  instancedMesh.setMatrixAt(i, dummy.matrix);
}

// Flag for GPU update
instancedMesh.instanceMatrix.needsUpdate = true;

// Optional: per-instance colors
instancedMesh.instanceColor = new THREE.InstancedBufferAttribute(
  new Float32Array(count * 3),
  3,
);
for (let i = 0; i < count; i++) {
  instancedMesh.setColorAt(
    i,
    new THREE.Color(Math.random(), Math.random(), Math.random()),
  );
}
instancedMesh.instanceColor.needsUpdate = true;

scene.add(instancedMesh);

Update Instance at Runtime

// Update single instance
const matrix = new THREE.Matrix4();
instancedMesh.getMatrixAt(index, matrix);
// Modify matrix...
instancedMesh.setMatrixAt(index, matrix);
instancedMesh.instanceMatrix.needsUpdate = true;

// Raycasting with instanced mesh
const intersects = raycaster.intersectObject(instancedMesh);
if (intersects.length > 0) {
  const instanceId = intersects[0].instanceId;
}

InstancedBufferGeometry (Advanced)

For custom per-instance attributes beyond transform/color.

const geometry = new THREE.InstancedBufferGeometry();
geometry.copy(new THREE.BoxGeometry(1, 1, 1));

// Add per-instance attribute
const offsets = new Float32Array(count * 3);
for (let i = 0; i < count; i++) {
  offsets[i * 3] = Math.random() * 10;
  offsets[i * 3 + 1] = Math.random() * 10;
  offsets[i * 3 + 2] = Math.random() * 10;
}
geometry.setAttribute("offset", new THREE.InstancedBufferAttribute(offsets, 3));

// Use in shader
// attribute vec3 offset;
// vec3 transformed = position + offset;

Geometry Utilities

import * as BufferGeometryUtils from "three/examples/jsm/utils/BufferGeometryUtils.js";

// Merge geometries (must have same attributes)
const merged = BufferGeometryUtils.mergeGeometries([geo1, geo2, geo3]);

// Merge with groups (for multi-material)
const merged = BufferGeometryUtils.mergeGeometries([geo1, geo2], true);

// Compute tangents (required for normal maps)
BufferGeometryUtils.computeTangents(geometry);

// Interleave attributes for better performance
const interleaved = BufferGeometryUtils.interleaveAttributes([
  geometry.attributes.position,
  geometry.attributes.normal,
  geometry.attributes.uv,
]);

Common Patterns

Center Geometry

geometry.computeBoundingBox();
geometry.center(); // Move vertices so center is at origin

Scale to Fit

geometry.computeBoundingBox();
const size = new THREE.Vector3();
geometry.boundingBox.getSize(size);
const maxDim = Math.max(size.x, size.y, size.z);
geometry.scale(1 / maxDim, 1 / maxDim, 1 / maxDim);

Clone and Transform

const clone = geometry.clone();
clone.rotateX(Math.PI / 2);
clone.translate(0, 1, 0);
clone.scale(2, 2, 2);

Morph Targets

// Base geometry
const geometry = new THREE.BoxGeometry(1, 1, 1, 4, 4, 4);

// Create morph target
const morphPositions = geometry.attributes.position.array.slice();
for (let i = 0; i < morphPositions.length; i += 3) {
  morphPositions[i] *= 2; // Scale X
  morphPositions[i + 1] *= 0.5; // Squash Y
}

geometry.morphAttributes.position = [
  new THREE.BufferAttribute(new Float32Array(morphPositions), 3),
];

const mesh = new THREE.Mesh(geometry, material);
mesh.morphTargetInfluences[0] = 0.5; // 50% blend

Performance Tips

  1. Use indexed geometry: Reuse vertices with indices
  2. Merge static meshes: Reduce draw calls with mergeGeometries
  3. Use InstancedMesh: For many identical objects
  4. Choose appropriate segment counts: More segments = smoother but slower
  5. Dispose unused geometry: geometry.dispose()
// Good segment counts for common uses
new THREE.SphereGeometry(1, 32, 32); // Good quality
new THREE.SphereGeometry(1, 64, 64); // High quality
new THREE.SphereGeometry(1, 16, 16); // Performance mode

// Dispose when done
geometry.dispose();

See Also

  • threejs-fundamentals - Scene setup and Object3D
  • threejs-materials - Material types for meshes
  • threejs-shaders - Custom vertex manipulation

Frequently asked questions about Three.js Geometry

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