r3f-geometry
Specializes in geometry creation and management in React Three Fiber, including building 3D models using built-in shapes and BufferGeometry.
npx skills add enzed/r3f-skills --skill r3f-geometryBefore / After Comparison
1 组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.
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
- Reuse geometries: Same geometry instance = better batching
- Use Instances: For many identical objects
- Merge static meshes: Use
<Merged>for static scenes - Appropriate segment counts: Balance quality vs performance
- 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 refsr3f-materials- Materials for meshesr3f-shaders- Custom vertex manipulation
forumUser Reviews (0)
Write a Review
No reviews yet
Statistics
User Rating
Rate this Skill