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r3f-geometry

by @enzedv
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Specializes in geometry creation and management in React Three Fiber, including building 3D models using built-in shapes and BufferGeometry.

React Three Fiber (R3F)Three.js3D GraphicsWebGLFrontend 3DGitHub
Installation
npx skills add enzed/r3f-skills --skill r3f-geometry
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Before / After Comparison

1
Before

In the past, when creating complex geometries in React Three Fiber, developers often had to manually define vertices, normals, and UV coordinates, or rely on cumbersome third-party libraries. This not only increased the amount of code but also made debugging and maintenance extremely difficult, especially for non-standard shapes, which was time-consuming and labor-intensive.

After

With the help of built-in shapes and BufferGeometry, it is now possible to easily and declaratively construct various standard geometries, such as cubes, spheres, etc., and efficiently customize complex meshes. This greatly simplifies the 3D scene development process, improves development efficiency and code readability, allowing developers to focus more on creative implementation.

description SKILL.md


name: r3f-geometry description: React Three Fiber geometry - built-in shapes, BufferGeometry, instancing with Drei. Use when creating 3D shapes, custom meshes, point clouds, lines, or optimizing with instanced rendering.

React Three Fiber Geometry

Quick Start

import { Canvas } from '@react-three/fiber'

function Scene() {
  return (
    <Canvas>
      <ambientLight />
      <mesh position={[0, 0, 0]}>
        <boxGeometry args={[1, 1, 1]} />
        <meshStandardMaterial color="hotpink" />
      </mesh>
    </Canvas>
  )
}

Built-in Geometries

All Three.js geometries are available as JSX elements. The args prop passes constructor arguments.

Basic Shapes

// BoxGeometry(width, height, depth, widthSegments, heightSegments, depthSegments)
<boxGeometry args={[1, 1, 1]} />
<boxGeometry args={[2, 1, 0.5, 2, 2, 2]} />

// SphereGeometry(radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength)
<sphereGeometry args={[1, 32, 32]} />
<sphereGeometry args={[1, 64, 64]} />  // High quality
<sphereGeometry args={[1, 32, 32, 0, Math.PI]} />  // Hemisphere

// PlaneGeometry(width, height, widthSegments, heightSegments)
<planeGeometry args={[10, 10]} />
<planeGeometry args={[10, 10, 32, 32]} />  // Subdivided for displacement

// CircleGeometry(radius, segments, thetaStart, thetaLength)
<circleGeometry args={[1, 32]} />
<circleGeometry args={[1, 32, 0, Math.PI]} />  // Semicircle

// CylinderGeometry(radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded)
<cylinderGeometry args={[1, 1, 2, 32]} />
<cylinderGeometry args={[0, 1, 2, 32]} />  // Cone
<cylinderGeometry args={[1, 1, 2, 6]} />   // Hexagonal prism

// ConeGeometry(radius, height, radialSegments, heightSegments, openEnded)
<coneGeometry args={[1, 2, 32]} />

// TorusGeometry(radius, tube, radialSegments, tubularSegments, arc)
<torusGeometry args={[1, 0.4, 16, 100]} />

// TorusKnotGeometry(radius, tube, tubularSegments, radialSegments, p, q)
<torusKnotGeometry args={[1, 0.4, 100, 16, 2, 3]} />

// RingGeometry(innerRadius, outerRadius, thetaSegments, phiSegments)
<ringGeometry args={[0.5, 1, 32]} />

Advanced Shapes

// CapsuleGeometry(radius, length, capSegments, radialSegments)
<capsuleGeometry args={[0.5, 1, 4, 16]} />

// Polyhedrons
<dodecahedronGeometry args={[1, 0]} />  // radius, detail
<icosahedronGeometry args={[1, 0]} />
<octahedronGeometry args={[1, 0]} />
<tetrahedronGeometry args={[1, 0]} />

// Higher detail = more subdivisions
<icosahedronGeometry args={[1, 4]} />  // Approximates sphere

Path-Based Shapes

import * as THREE from 'three'

// LatheGeometry - revolve points around Y axis
function LatheShape() {
  const points = [
    new THREE.Vector2(0, 0),
    new THREE.Vector2(0.5, 0),
    new THREE.Vector2(0.5, 0.5),
    new THREE.Vector2(0.3, 1),
    new THREE.Vector2(0, 1),
  ]

  return (
    <mesh>
      <latheGeometry args={[points, 32]} />
      <meshStandardMaterial color="gold" side={THREE.DoubleSide} />
    </mesh>
  )
}

// TubeGeometry - extrude along a curve
function TubeShape() {
  const curve = new THREE.CatmullRomCurve3([
    new THREE.Vector3(-2, 0, 0),
    new THREE.Vector3(-1, 1, 0),
    new THREE.Vector3(1, -1, 0),
    new THREE.Vector3(2, 0, 0),
  ])

  return (
    <mesh>
      <tubeGeometry args={[curve, 64, 0.2, 8, false]} />
      <meshStandardMaterial color="blue" />
    </mesh>
  )
}

// ExtrudeGeometry - extrude a 2D shape
function ExtrudedShape() {
  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: 0.5,
    bevelEnabled: true,
    bevelThickness: 0.1,
    bevelSize: 0.1,
    bevelSegments: 3,
  }

  return (
    <mesh>
      <extrudeGeometry args={[shape, extrudeSettings]} />
      <meshStandardMaterial color="purple" />
    </mesh>
  )
}

Drei Shape Helpers

@react-three/drei provides convenient shape components.

import {
  Box, Sphere, Plane, Circle, Cylinder, Cone,
  Torus, TorusKnot, Ring, Capsule, Dodecahedron,
  Icosahedron, Octahedron, Tetrahedron, RoundedBox
} from '@react-three/drei'

function DreiShapes() {
  return (
    <>
      {/* All shapes accept mesh props directly */}
      <Box args={[1, 1, 1]} position={[-3, 0, 0]}>
        <meshStandardMaterial color="red" />
      </Box>

      <Sphere args={[0.5, 32, 32]} position={[-1, 0, 0]}>
        <meshStandardMaterial color="blue" />
      </Sphere>

      <Cylinder args={[0.5, 0.5, 1, 32]} position={[1, 0, 0]}>
        <meshStandardMaterial color="green" />
      </Cylinder>

      {/* RoundedBox - box with rounded edges */}
      <RoundedBox
        args={[1, 1, 1]}      // width, height, depth
        radius={0.1}          // border radius
        smoothness={4}        // smoothness of rounded edges
        position={[3, 0, 0]}
      >
        <meshStandardMaterial color="orange" />
      </RoundedBox>
    </>
  )
}

Custom BufferGeometry

Basic Custom Geometry

import { useMemo, useRef } from 'react'
import * as THREE from 'three'

function CustomTriangle() {
  const geometry = useMemo(() => {
    const geo = 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
       0,  1, 0,  // vertex 2
    ])

    // Normals (pointing toward camera)
    const normals = new Float32Array([
      0, 0, 1,
      0, 0, 1,
      0, 0, 1,
    ])

    // UVs
    const uvs = new Float32Array([
      0, 0,
      1, 0,
      0.5, 1,
    ])

    geo.setAttribute('position', new THREE.BufferAttribute(vertices, 3))
    geo.setAttribute('normal', new THREE.BufferAttribute(normals, 3))
    geo.setAttribute('uv', new THREE.BufferAttribute(uvs, 2))

    return geo
  }, [])

  return (
    <mesh geometry={geometry}>
      <meshStandardMaterial color="cyan" side={THREE.DoubleSide} />
    </mesh>
  )
}

Indexed Geometry

function CustomQuad() {
  const geometry = useMemo(() => {
    const geo = new THREE.BufferGeometry()

    // 4 vertices for a quad
    const vertices = new Float32Array([
      -1, -1, 0,  // 0: bottom-left
       1, -1, 0,  // 1: bottom-right
       1,  1, 0,  // 2: top-right
      -1,  1, 0,  // 3: top-left
    ])

    // Indices to form 2 triangles
    const indices = new Uint16Array([
      0, 1, 2,  // triangle 1
      0, 2, 3,  // triangle 2
    ])

    const normals = new Float32Array([
      0, 0, 1,  0, 0, 1,  0, 0, 1,  0, 0, 1,
    ])

    const uvs = new Float32Array([
      0, 0,  1, 0,  1, 1,  0, 1,
    ])

    geo.setAttribute('position', new THREE.BufferAttribute(vertices, 3))
    geo.setAttribute('normal', new THREE.BufferAttribute(normals, 3))
    geo.setAttribute('uv', new THREE.BufferAttribute(uvs, 2))
    geo.setIndex(new THREE.BufferAttribute(indices, 1))

    return geo
  }, [])

  return (
    <mesh geometry={geometry}>
      <meshStandardMaterial color="lime" side={THREE.DoubleSide} />
    </mesh>
  )
}

Dynamic Geometry

import { useRef } from 'react'
import { useFrame } from '@react-three/fiber'

function WavyPlane() {
  const meshRef = useRef()

  useFrame(({ clock }) => {
    const positions = meshRef.current.geometry.attributes.position
    const time = clock.elapsedTime

    for (let i = 0; i < positions.count; i++) {
      const x = positions.getX(i)
      const y = positions.getY(i)
      positions.setZ(i, Math.sin(x * 2 + time) * Math.cos(y * 2 + time) * 0.5)
    }

    positions.needsUpdate = true
    meshRef.current.geometry.computeVertexNormals()
  })

  return (
    <mesh ref={meshRef} rotation={[-Math.PI / 2, 0, 0]}>
      <planeGeometry args={[10, 10, 32, 32]} />
      <meshStandardMaterial color="royalblue" side={THREE.DoubleSide} />
    </mesh>
  )
}

Drei Instancing

Efficient rendering of many identical objects.

Instances Component

import { Instances, Instance } from '@react-three/drei'
import { useFrame } from '@react-three/fiber'
import { useRef } from 'react'

function InstancedBoxes() {
  const count = 1000

  return (
    <Instances limit={count} range={count}>
      <boxGeometry args={[0.5, 0.5, 0.5]} />
      <meshStandardMaterial />

      {Array.from({ length: count }, (_, i) => (
        <AnimatedInstance key={i} index={i} />
      ))}
    </Instances>
  )
}

function AnimatedInstance({ index }) {
  const ref = useRef()

  // Random initial position
  const position = useMemo(() => [
    (Math.random() - 0.5) * 20,
    (Math.random() - 0.5) * 20,
    (Math.random() - 0.5) * 20,
  ], [])

  const color = useMemo(() =>
    ['red', 'blue', 'green', 'yellow', 'purple'][index % 5],
  [index])

  useFrame(({ clock }) => {
    const t = clock.elapsedTime
    ref.current.rotation.x = t + index
    ref.current.rotation.y = t * 0.5 + index
  })

  return (
    <Instance
      ref={ref}
      position={position}
      color={color}
      scale={0.5 + Math.random() * 0.5}
    />
  )
}

Merged Geometry

For static instances, merge geometry for best performance:

import { Merged } from '@react-three/drei'
import { useMemo } from 'react'
import * as THREE from 'three'

function MergedMeshes() {
  // Create geometries to merge
  const meshes = useMemo(() => ({
    Sphere: new THREE.SphereGeometry(0.5, 32, 32),
    Box: new THREE.BoxGeometry(1, 1, 1),
    Cone: new THREE.ConeGeometry(0.5, 1, 32),
  }), [])

  return (
    <Merged meshes={meshes}>
      {({ Sphere, Box, Cone }) => (
        <>
          <Sphere position={[-2, 0, 0]} color="red" />
          <Sphere position={[-2, 2, 0]} color="orange" />
          <Box position={[0, 0, 0]} color="blue" />
          <Box position={[0, 2, 0]} color="cyan" />
          <Cone position={[2, 0, 0]} color="green" />
          <Cone position={[2, 2, 0]} color="lime" />
        </>
      )}
    </Merged>
  )
}

Points (Particle Systems)

Basic Points

import { Points, Point, PointMaterial } from '@react-three/drei'

function ParticleField() {
  const count = 5000

  return (
    <Points limit={count}>
      <PointMaterial
        transparent
        vertexColors
        size={0.05}
        sizeAttenuation
        depthWrite={false}
      />
      {Array.from({ length: count }, (_, i) => (
        <Point
          key={i}
          position={[
            (Math.random() - 0.5) * 10,
            (Math.random() - 0.5) * 10,
            (Math.random() - 0.5) * 10,
          ]}
          color={`hsl(${Math.random() * 360}, 100%, 50%)`}
        />
      ))}
    </Points>
  )
}

Buffer-Based Points (High Performance)

import { useMemo, useRef } from 'react'
import { useFrame } from '@react-three/fiber'
import * as THREE from 'three'

function BufferParticles() {
  const count = 10000
  const pointsRef = useRef()

  const { positions, colors } = useMemo(() => {
    const positions = new Float32Array(count * 3)
    const colors = new Float32Array(count * 3)

    for (let i = 0; i < count; 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

      colors[i * 3] = Math.random()
      colors[i * 3 + 1] = Math.random()
      colors[i * 3 + 2] = Math.random()
    }

    return { positions, colors }
  }, [])

  useFrame(({ clock }) => {
    pointsRef.current.rotation.y = clock.elapsedTime * 0.1
  })

  return (
    <points ref={pointsRef}>
      <bufferGeometry>
        <bufferAttribute
          attach="attributes-position"
          count={count}
          array={positions}
          itemSize={3}
        />
        <bufferAttribute
          attach="attributes-color"
          count={count}
          array={colors}
          itemSize={3}
        />
      </bufferGeometry>
      <pointsMaterial size={0.05} vertexColors sizeAttenuation />
    </points>
  )
}

Lines

Basic Line

import { Line } from '@react-three/drei'

function BasicLine() {
  const points = [
    [0, 0, 0],
    [1, 1, 0],
    [2, 0, 0],
    [3, 1, 0],
  ]

  return (
    <Line
      points={points}
      color="red"
      lineWidth={2}
    />
  )
}

Curved Line

import { CatmullRomLine, QuadraticBezierLine, CubicBezierLine } from '@react-three/drei'

function CurvedLines() {
  return (
    <>
      {/* Smooth curve through points */}
      <CatmullRomLine
        points={[[0, 0, 0], [1, 1, 0], [2, 0, 0], [3, 1, 0]]}
        color="blue"
        lineWidth={2}
        segments={64}
      />

      {/* Quadratic bezier */}
      <QuadraticBezierLine
        start={[0, 0, 0]}
        mid={[1, 2, 0]}
        end={[2, 0, 0]}
        color="green"
        lineWidth={2}
      />

      {/* Cubic bezier */}
      <CubicBezierLine
        start={[0, 0, 0]}
        midA={[0.5, 2, 0]}
        midB={[1.5, -1, 0]}
        end={[2, 0, 0]}
        color="purple"
        lineWidth={2}
      />
    </>
  )
}

Dashed Line

<Line
  points={[[0, 0, 0], [5, 0, 0]]}
  color="white"
  lineWidth={2}
  dashed
  dashScale={50}
  dashSize={0.5}
  dashOffset={0}
  gapSize={0.2}
/>

Edges and Wireframe

import { Edges } from '@react-three/drei'

function BoxWithEdges() {
  return (
    <mesh>
      <boxGeometry />
      <meshStandardMaterial color="orange" />
      <Edges
        scale={1.1}
        threshold={15}  // Display edges with angle > 15 degrees
        color="black"
      />
    </mesh>
  )
}

// Wireframe material
function WireframeBox() {
  return (
    <mesh>
      <boxGeometry />
      <meshBasicMaterial color="cyan" wireframe />
    </mesh>
  )
}

Text Geometry

Using Drei Text3D

import { Text3D, Center } from '@react-three/drei'

function Text3DExample() {
  return (
    <Center>
      <Text3D
        font="/fonts/helvetiker_regular.typeface.json"
        size={1}
        height={0.2}
        curveSegments={12}
        bevelEnabled
        bevelThickness={0.02}
        bevelSize={0.02}
        bevelOffset={0}
        bevelSegments={5}
      >
        Hello R3F
        <meshStandardMaterial color="gold" />
      </Text3D>
    </Center>
  )
}

Geometry Utilities

Center Geometry

import { Center } from '@react-three/drei'

function CenteredModel() {
  return (
    <Center>
      <mesh>
        <boxGeometry args={[2, 1, 0.5]} />
        <meshStandardMaterial />
      </mesh>
    </Center>
  )
}

// With options
<Center top left>  {/* Align to top-left */}
  <Model />
</Center>

// Get bounding info
<Center onCentered={({ width, height, depth, boundingBox }) => {
  console.log('Dimensions:', width, height, depth)
}}>
  <Model />
</Center>

Compute Bounds

import { useBounds, Bounds } from '@react-three/drei'

function FitToView() {
  return (
    <Bounds fit clip observe margin={1.2}>
      <SelectToZoom />
    </Bounds>
  )
}

function SelectToZoom() {
  const bounds = useBounds()

  return (
    <mesh
      onClick={(e) => {
        e.stopPropagation()
        bounds.refresh(e.object).fit()
      }}
    >
      <boxGeometry />
      <meshStandardMaterial />
    </mesh>
  )
}

Performance Tips

  1. Reuse geometries: Same geometry instance = better batching
  2. Use Instances: For many identical objects
  3. Merge static meshes: Use <Merged> for static scenes
  4. Appropriate segment counts: Balance quality vs performance
  5. Dispose unused geometry: R3F handles this automatically
// Good segment counts
<sphereGeometry args={[1, 32, 32]} />   // Standard quality
<sphereGeometry args={[1, 64, 64]} />   // High quality
<sphereGeometry args={[1, 16, 16]} />   // Performance mode

// Reuse geometry
const sharedGeometry = useMemo(() => new THREE.BoxGeometry(), [])

<mesh geometry={sharedGeometry} position={[0, 0, 0]} />
<mesh geometry={sharedGeometry} position={[2, 0, 0]} />
<mesh geometry={sharedGeometry} position={[4, 0, 0]} />

See Also

  • r3f-fundamentals - JSX elements and refs
  • r3f-materials - Materials for meshes
  • r3f-shaders - Custom vertex manipulation

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Installs2.6K
Rating4.9 / 5.0
Version
Updated2026年3月17日
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Timeline

Created2026年3月17日
Last Updated2026年3月17日