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.
BY ASoudyUPDATED Oct 28, 2026
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instructions.md
---
name: threejs-geometry-898c479e350c
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.
risk: unknown
source: community
---
# Three.js Geometry
## When to Use
- You need to create or optimize geometry in Three.js.
- The task involves built-in shapes, custom `BufferGeometry`, vertices, or instanced rendering.
- You are working on mesh structure rather than scene setup or materials alone.
## 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); // 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
```javascript
// 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
```javascript
// 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
```javascript
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
```javascript
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
```javascript
// 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
```javascript
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)
```javascript
// 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
```javascript
// 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
```javascript
// 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
```javascript
// 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.
```javascript
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
```javascript
// 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.
```javascript
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
```javascript
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
```javascript
geometry.computeBoundingBox();
geometry.center(); // Move vertices so center is at origin
```
### Scale to Fit
```javascript
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
```javascript
const clone = geometry.clone();
clone.rotateX(Math.PI / 2);
clone.translate(0, 1, 0);
clone.scale(2, 2, 2);
```
### Morph Targets
```javascript
// 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()`
```javascript
// 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();
```
## BatchedMesh (r183)
`BatchedMesh` is a higher-level alternative to `InstancedMesh` that supports multiple geometries in a single draw call. As of r183, it supports **per-instance opacity** and **per-instance wireframe**.
```javascript
const batchedMesh = new THREE.BatchedMesh(maxGeometryCount, maxVertexCount, maxIndexCount);
batchedMesh.sortObjects = true; // Enable depth sorting for transparency
// Add different geometries
const boxId = batchedMesh.addGeometry(new THREE.BoxGeometry(1, 1, 1));
const sphereId = batchedMesh.addGeometry(new THREE.SphereGeometry(0.5, 16, 16));
// Add instances of those geometries
const instance1 = batchedMesh.addInstance(boxId);
const instance2 = batchedMesh.addInstance(sphereId);
// Set transforms
const matrix = new THREE.Matrix4();
matrix.setPosition(2, 0, 0);
batchedMesh.setMatrixAt(instance1, matrix);
// Per-instance opacity (r183)
batchedMesh.setOpacityAt(instance1, 0.5);
// Per-instance visibility
batchedMesh.setVisibleAt(instance2, false);
scene.add(batchedMesh);
```
## See Also
- `threejs-fundamentals` - Scene setup and Object3D
- `threejs-materials` - Material types for meshes
- `threejs-shaders` - Custom vertex manipulation
## Limitations
- Use this skill only when the task clearly matches the scope described above.
- Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
- Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
---
name: threejs-geometry-898c479e350c
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.
risk: unknown
source: community
---
# Three.js Geometry
## When to Use
- You need to create or optimize geometry in Three.js.
- The task involves built-in shapes, custom `BufferGeometry`, vertices, or instanced rendering.
- You are working on mesh structure rather than scene setup or materials alone.
## 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); // 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
```javascript
// 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
```javascript
// 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
```javascript
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
```javascript
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
```javascript
// 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
```javascript
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)
```javascript
// 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
```javascript
// 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
```javascript
// 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
```javascript
// 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.
```javascript
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
```javascript
// 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.
```javascript
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
```javascript
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
```javascript
geometry.computeBoundingBox();
geometry.center(); // Move vertices so center is at origin
```
### Scale to Fit
```javascript
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
```javascript
const clone = geometry.clone();
clone.rotateX(Math.PI / 2);
clone.translate(0, 1, 0);
clone.scale(2, 2, 2);
```
### Morph Targets
```javascript
// 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()`
```javascript
// 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();
```
## BatchedMesh (r183)
`BatchedMesh` is a higher-level alternative to `InstancedMesh` that supports multiple geometries in a single draw call. As of r183, it supports **per-instance opacity** and **per-instance wireframe**.
```javascript
const batchedMesh = new THREE.BatchedMesh(maxGeometryCount, maxVertexCount, maxIndexCount);
batchedMesh.sortObjects = true; // Enable depth sorting for transparency
// Add different geometries
const boxId = batchedMesh.addGeometry(new THREE.BoxGeometry(1, 1, 1));
const sphereId = batchedMesh.addGeometry(new THREE.SphereGeometry(0.5, 16, 16));
// Add instances of those geometries
const instance1 = batchedMesh.addInstance(boxId);
const instance2 = batchedMesh.addInstance(sphereId);
// Set transforms
const matrix = new THREE.Matrix4();
matrix.setPosition(2, 0, 0);
batchedMesh.setMatrixAt(instance1, matrix);
// Per-instance opacity (r183)
batchedMesh.setOpacityAt(instance1, 0.5);
// Per-instance visibility
batchedMesh.setVisibleAt(instance2, false);
scene.add(batchedMesh);
```
## See Also
- `threejs-fundamentals` - Scene setup and Object3D
- `threejs-materials` - Material types for meshes
- `threejs-shaders` - Custom vertex manipulation
## Limitations
- Use this skill only when the task clearly matches the scope described above.
- Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
- Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
COMPATIBILITY & REFERENCES
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Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.
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