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Threejs Geometry

  • 6.5k installs
  • 2.8k repo stars
  • Updated July 9, 2026
  • cloudai-x/threejs-skills

threejs-geometry is an agent skill for Three.js geometry creation - built-in shapes, BufferGeometry, custom geometry, instancing. Use when creating 3D shapes, working with vertices, building custom meshes, or optimizing

About

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 name threejs-geometry description 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 Three js Geometry Quick Start javascript 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 javascript 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

  • **Use indexed geometry**: Reuse vertices with indices
  • **Merge static meshes**: Reduce draw calls with `mergeGeometries`
  • **Use InstancedMesh**: For many identical objects
  • **Choose appropriate segment counts**: More segments = smoother but slower
  • **Dispose unused geometry**: `geometry.dispose()`

Threejs Geometry by the numbers

  • 6,517 all-time installs (skills.sh)
  • +572 installs in the week ending Jul 28, 2026 (Skillselion tracking)
  • Ranked #111 of 1,881 Marketing & SEO skills by installs in the Skillselion catalog
  • Security screen: LOW risk (skills.sh audit)
  • Data as of Jul 28, 2026 (Skillselion catalog sync)
At a glance

threejs-geometry capabilities & compatibility

Capabilities
**use indexed geometry**: reuse vertices with in · **merge static meshes**: reduce draw calls with · **use instancedmesh**: for many identical object · **choose appropriate segment counts**: more segm · **dispose unused geometry**: `geometry.dispose()
Use cases
documentation
From the docs

What threejs-geometry says it does

--- name: threejs-geometry description: Three.js geometry creation - built-in shapes, BufferGeometry, custom geometry, instancing.
SKILL.md
Use when creating 3D shapes, working with vertices, building custom meshes, or optimizing with instanced rendering.
SKILL.md
Stores data as typed arrays for GPU efficiency.
SKILL.md
npx skills add https://github.com/cloudai-x/threejs-skills --skill threejs-geometry

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Listed on Skillselion
Installs6.5k
repo stars2.8k
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Last updatedJuly 9, 2026
Repositorycloudai-x/threejs-skills

When should developers use threejs-geometry and what problem does it solve?

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 rend

Who is it for?

Developers working with threejs-geometry patterns described in the skill documentation.

Skip if: Skip when cached docs are empty or the task is outside the skill's documented scope.

When should I use this skill?

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 rend

What you get

Grounded guidance and workflows from SKILL.md for threejs-geometry.

  • Three.js geometry code snippets
  • InstancedMesh configuration

Files

SKILL.mdMarkdownGitHub ↗

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

Related skills

Forks & variants (1)

Threejs Geometry has 1 known copy in the catalog totaling 261 installs. They canonicalize to this original listing.

FAQ

What does threejs-geometry do?

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.

When should I invoke 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.

Where is the source documentation?

Ground claims in SKILL.md excerpts and linked reference files from the cached docs.

Is Threejs Geometry safe to install?

skills.sh reports 3 of 3 security scanners passed. Review the Security Audits panel on this page before installing in production.

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