r3f-geometry
Skill9 starsChanged 6 months agoMITView on GitHub
BufferGeometry creation, built-in geometries, custom geometry with buffer attributes, instanced meshes for rendering thousands of objects, and geometry manipulation. Use when creating custom shapes, optimizing with instancing, or working with vertex data directly.
1 other project uses a version of this.
Adopted by
Most recently taken up by
- EnzeD/r3f-skillstheir own version, first seen Aug 31, 2026
Other versions1 project uses a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 1
- EnzeD/r3f-skills★ 125same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository77 other files it gives its agents.
- building-mechanicsSkill
- algorithmic-artSkill
- audio-analysisSkill
- audio-playbackSkill
- audio-reactiveSkill
- audio-routerSkill
- aws-skillsSkill
- backend-dev-guidelinesSkill
- brainstormingSkill
- brand-guidelinesSkill
- builder-uxSkill
- building-routerSkill
- canvas-designSkill
- case-studies-referenceSkill
- component-librarySkill
- d3js-visualizationSkill
- dashboardSkill
- decay-upkeepSkill
- doc-coauthoringSkill
- docxSkill
- form-accessibilitySkill
- form-reactSkill
- form-securitySkill
- forms-routerSkill
- form-ux-patternsSkill
- form-validationSkill
- form-vanillaSkill
- form-vueSkill
- frontend-designSkill
- frontend-dev-guidelinesSkill
- gsap-fundamentalsSkill
- gsap-reactSkill
- gsap-routerSkill
- gsap-scrolltriggerSkill
- gsap-sequencingSkill
- immersive-visuals-routerSkill
- internal-commsSkill
- mcp-builderSkill
- multiplayer-buildingSkill
- particles-gpuSkill
- particles-lifecycleSkill
- particles-physicsSkill
- particles-routerSkill
- pdfSkill
- performance-at-scaleSkill
- platform-buildingSkill
- postfx-bloomSkill
- postfx-composerSkill
- postfx-effectsSkill
- postfx-routerSkill
- pptxSkill
- product-self-knowledgeSkill
- r3f-dreiSkill
- r3f-fundamentalsSkill
- r3f-materialsSkill
- r3f-performanceSkill
- r3f-routerSkill
- router-templateSkill
- scientific-documentationSkill
- shader-effectsSkill
- The first 60 shown.
The file
We split this skill into the rules it gives an agent
2 rules. About 0 are common, 1 is distinctive, and 1 is very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈1
Distinctive · estimate
This author's own choices. Worth a look.
1
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 35
All geometries accept args array matching constructor parameters:
- Distinctive: line 153
Use indices to share vertices between triangles:
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
R3F Geometry
Geometry defines the shape of 3D objects via vertices, faces, normals, and UVs stored in buffer attributes.
Quick Start
// Built-in geometry
<mesh>
<boxGeometry args={[1, 1, 1]} />
<meshStandardMaterial />
</mesh>
// Custom geometry
<mesh>
<bufferGeometry>
<bufferAttribute
attach="attributes-position"
count={3}
array={new Float32Array([0, 0, 0, 1, 0, 0, 0.5, 1, 0])}
itemSize={3}
/>
</bufferGeometry>
<meshBasicMaterial side={THREE.DoubleSide} />
</mesh>Built-in Geometries
All geometries accept args array matching constructor parameters:
// Box: [width, height, depth, widthSegments?, heightSegments?, depthSegments?]
<boxGeometry args={[1, 2, 1, 1, 2, 1]} />
// Sphere: [radius, widthSegments, heightSegments, phiStart?, phiLength?, thetaStart?, thetaLength?]
<sphereGeometry args={[1, 32, 32]} />
// Plane: [width, height, widthSegments?, heightSegments?]
<planeGeometry args={[10, 10, 10, 10]} />
// Cylinder: [radiusTop, radiusBottom, height, radialSegments?, heightSegments?, openEnded?]
<cylinderGeometry args={[0.5, 0.5, 2, 32]} />
// Cone: [radius, height, radialSegments?, heightSegments?, openEnded?]
<coneGeometry args={[1, 2, 32]} />
// Torus: [radius, tube, radialSegments, tubularSegments, arc?]
<torusGeometry args={[1, 0.3, 16, 100]} />
// TorusKnot: [radius, tube, tubularSegments, radialSegments, p?, q?]
<torusKnotGeometry args={[1, 0.3, 100, 16]} />
// Ring: [innerRadius, outerRadius, thetaSegments?, phiSegments?]
<ringGeometry args={[0.5, 1, 32]} />
// Circle: [radius, segments?, thetaStart?, thetaLength?]
<circleGeometry args={[1, 32]} />
// Dodecahedron/Icosahedron/Octahedron/Tetrahedron: [radius, detail?]
<icosahedronGeometry args={[1, 0]} />Buffer Attributes
Geometry data lives in typed arrays attached as attributes:
| Attribute | ItemSize | Purpose |
position | 3 | Vertex positions (x, y, z) |
normal | 3 | Surface normals for lighting |
uv | 2 | Texture coordinates (u, v) |
color | 3 | Per-vertex colors (r, g, b) |
index | 1 | Triangle indices (optional) |
Custom Geometry from Scratch
import { useMemo } from 'react';
import * as THREE from 'three';
function Triangle() {
const geometry = useMemo(() => {
const geo = new THREE.BufferGeometry();
// 3 vertices × 3 components (x, y, z)
const positions = new Float32Array([
-1, -1, 0, // vertex 0
1, -1, 0, // vertex 1
0, 1, 0 // vertex 2
]);
// 3 vertices × 3 components (nx, ny, nz)
const normals = new Float32Array([
0, 0, 1,
0, 0, 1,
0, 0, 1
]);
// 3 vertices × 2 components (u, v)
const uvs = new Float32Array([
0, 0,
1, 0,
0.5, 1
]);
geo.setAttribute('position', new THREE.BufferAttribute(positions, 3));
geo.setAttribute('normal', new THREE.BufferAttribute(normals, 3));
geo.setAttribute('uv', new THREE.BufferAttribute(uvs, 2));
return geo;
}, []);
return (
<mesh geometry={geometry}>
<meshStandardMaterial side={THREE.DoubleSide} />
</mesh>
);
}Declarative Buffer Attributes
function Triangle() {
const positions = useMemo(() =>
new Float32Array([-1, -1, 0, 1, -1, 0, 0, 1, 0]),
[]);
return (
<mesh>
<bufferGeometry>
<bufferAttribute
attach="attributes-position"
count={3}
array={positions}
itemSize={3}
/>
</bufferGeometry>
<meshBasicMaterial side={THREE.DoubleSide} />
</mesh>
);
}Indexed Geometry
Use indices to share vertices between triangles:
function Quad() {
const geometry = useMemo(() => {
const geo = new THREE.BufferGeometry();
// 4 unique vertices
const positions = 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
]);
// 2 triangles, 6 indices
const indices = new Uint16Array([
0, 1, 2, // first triangle
0, 2, 3 // second triangle
]);
geo.setAttribute('position', new THREE.BufferAttribute(positions, 3));
geo.setIndex(new THREE.BufferAttribute(indices, 1));
geo.computeVertexNormals();
return geo;
}, []);
return (
<mesh geometry={geometry}>
<meshStandardMaterial side={THREE.DoubleSide} />
</mesh>
);
}Dynamic Geometry Updates
import { useRef } from 'react';
import { useFrame } from '@react-three/fiber';
import * as THREE from 'three';
function WavingPlane() {
const geometryRef = useRef<THREE.BufferGeometry>(null!);
useFrame(({ clock }) => {
const positions = geometryRef.current.attributes.position;
const time = clock.elapsedTime;
for (let i = 0; i < positions.count; i++) {
const x = positions.getX(i);
const y = positions.getY(i);
const z = Math.sin(x * 2 + time) * Math.cos(y * 2 + time) * 0.5;
positions.setZ(i, z);
}
positions.needsUpdate = true; // Critical!
geometryRef.current.computeVertexNormals();
});
return (
<mesh rotation={[-Math.PI / 2, 0, 0]}>
<planeGeometry ref={geometryRef} args={[10, 10, 50, 50]} />
<meshStandardMaterial color="royalblue" side={THREE.DoubleSide} />
</mesh>
);
}Instanced Mesh
Render thousands of identical meshes with different transforms in a single draw call:
import { useRef, useMemo } from 'react';
import { useFrame } from '@react-three/fiber';
import * as THREE from 'three';
function Particles({ count = 1000 }) {
const meshRef = useRef<THREE.InstancedMesh>(null!);
// Pre-allocate transformation objects
const dummy = useMemo(() => new THREE.Object3D(), []);
// Initialize instance matrices
useEffect(() => {
for (let i = 0; i < count; i++) {
dummy.position.set(
(Math.random() - 0.5) * 10,
(Math.random() - 0.5) * 10,
(Math.random() - 0.5) * 10
);
dummy.rotation.set(
Math.random() * Math.PI,
Math.random() * Math.PI,
0
);
dummy.scale.setScalar(0.1 + Math.random() * 0.2);
dummy.updateMatrix();
meshRef.current.setMatrixAt(i, dummy.matrix);
}
meshRef.current.instanceMatrix.needsUpdate = true;
}, [count, dummy]);
// Animate instances
useFrame(({ clock }) => {
for (let i = 0; i < count; i++) {
meshRef.current.getMatrixAt(i, dummy.matrix);
dummy.matrix.decompose(dummy.position, dummy.quaternion, dummy.scale);
dummy.rotation.x += 0.01;
dummy.rotation.y += 0.01;
dummy.updateMatrix();
meshRef.current.setMatrixAt(i, dummy.matrix);
}
meshRef.current.instanceMatrix.needsUpdate = true;
});
return (
<instancedMesh ref={meshRef} args={[undefined, undefined, count]}>
<boxGeometry args={[1, 1, 1]} />
<meshStandardMaterial color="hotpink" />
</instancedMesh>
);
}Instance Colors
function ColoredInstances({ count = 1000 }) {
const meshRef = useRef<THREE.InstancedMesh>(null!);
useEffect(() => {
const color = new THREE.Color();
for (let i = 0; i < count; i++) {
color.setHSL(i / count, 1, 0.5);
meshRef.current.setColorAt(i, color);
}
meshRef.current.instanceColor!.needsUpdate = true;
}, [count]);
return (
<instancedMesh ref={meshRef} args={[undefined, undefined, count]}>
<sphereGeometry args={[0.1, 16, 16]} />
<meshStandardMaterial />
</instancedMesh>
);
}Instance Attributes (Custom Data)
function CustomInstanceData({ count = 1000 }) {
const meshRef = useRef<THREE.InstancedMesh>(null!);
// Custom per-instance data
const speeds = useMemo(() => {
const arr = new Float32Array(count);
for (let i = 0; i < count; i++) {
arr[i] = 0.5 + Math.random();
}
return arr;
}, [count]);
useEffect(() => {
// Attach as instanced buffer attribute
meshRef.current.geometry.setAttribute(
'aSpeed',
new THREE.InstancedBufferAttribute(speeds, 1)
);
}, [speeds]);
return (
<instancedMesh ref={meshRef} args={[undefined, undefined, count]}>
<boxGeometry />
<shaderMaterial
vertexShader={`
attribute float aSpeed;
varying float vSpeed;
void main() {
vSpeed = aSpeed;
gl_Position = projectionMatrix * modelViewMatrix * instanceMatrix * vec4(position, 1.0);
}
`}
fragmentShader={`
varying float vSpeed;
void main() {
gl_FragColor = vec4(vSpeed, 0.5, 1.0 - vSpeed, 1.0);
}
`}
/>
</instancedMesh>
);
}Geometry Utilities
Compute Normals
const geometry = useMemo(() => {
const geo = new THREE.BufferGeometry();
// ... set positions
geo.computeVertexNormals(); // Auto-calculate smooth normals
return geo;
}, []);Compute Bounding Box/Sphere
useEffect(() => {
geometry.computeBoundingBox();
geometry.computeBoundingSphere();
console.log(geometry.boundingBox); // THREE.Box3
console.log(geometry.boundingSphere); // THREE.Sphere
}, [geometry]);Center Geometry
const geometry = useMemo(() => {
const geo = new THREE.BoxGeometry(2, 3, 1);
geo.center(); // Move to origin
return geo;
}, []);Merge Geometries
import { mergeGeometries } from 'three/examples/jsm/utils/BufferGeometryUtils';
const merged = useMemo(() => {
const box = new THREE.BoxGeometry(1, 1, 1);
const sphere = new THREE.SphereGeometry(0.5, 16, 16);
sphere.translate(0, 1, 0);
return mergeGeometries([box, sphere]);
}, []);Performance Tips
| Technique | When to Use | Impact |
| Instancing | 100+ identical meshes | Massive |
| Indexed geometry | Shared vertices | Moderate |
| Lower segments | Non-hero geometry | Moderate |
| Merge geometries | Static scene | Moderate |
| Dispose unused | Dynamic loading | Memory |
Disposal
useEffect(() => {
return () => {
geometry.dispose(); // Clean up GPU memory
};
}, [geometry]);File Structure
r3f-geometry/
├── SKILL.md
├── references/
│ ├── buffer-attributes.md # Deep-dive on attribute types
│ ├── instancing-patterns.md # Advanced instancing
│ └── procedural-shapes.md # Algorithmic geometry
└── scripts/
├── procedural/
│ ├── grid.ts # Grid mesh generator
│ ├── terrain.ts # Heightmap terrain
│ └── tube.ts # Custom tube geometry
└── utils/
├── geometry-utils.ts # Merge, center, clone
└── instancing.ts # Instance helpersReference
references/buffer-attributes.md— All attribute types and usagereferences/instancing-patterns.md— Advanced instancing techniquesreferences/procedural-shapes.md— Generating geometry algorithmically
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