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r3f-geometry skill

/skills/r3f-geometry

This skill helps you create and optimize 3D geometry in React Three Fiber, enabling custom shapes, efficient instancing, and direct vertex manipulation.

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SKILL.md
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---
name: r3f-geometry
description: 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.
---

# R3F Geometry

Geometry defines the shape of 3D objects via vertices, faces, normals, and UVs stored in buffer attributes.

## Quick Start

```tsx
// 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:

```tsx
// 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

```tsx
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

```tsx
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:

```tsx
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

```tsx
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:

```tsx
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

```tsx
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)

```tsx
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

```tsx
const geometry = useMemo(() => {
  const geo = new THREE.BufferGeometry();
  // ... set positions
  geo.computeVertexNormals();  // Auto-calculate smooth normals
  return geo;
}, []);
```

### Compute Bounding Box/Sphere

```tsx
useEffect(() => {
  geometry.computeBoundingBox();
  geometry.computeBoundingSphere();
  
  console.log(geometry.boundingBox);    // THREE.Box3
  console.log(geometry.boundingSphere); // THREE.Sphere
}, [geometry]);
```

### Center Geometry

```tsx
const geometry = useMemo(() => {
  const geo = new THREE.BoxGeometry(2, 3, 1);
  geo.center();  // Move to origin
  return geo;
}, []);
```

### Merge Geometries

```tsx
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

```tsx
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 helpers
```

## Reference

- `references/buffer-attributes.md` — All attribute types and usage
- `references/instancing-patterns.md` — Advanced instancing techniques
- `references/procedural-shapes.md` — Generating geometry algorithmically

Overview

This skill provides practical helpers and patterns for creating and manipulating BufferGeometry in React Three Fiber. It covers built-in primitives, declarative and programmatic buffer attributes, indexed geometry, dynamic updates, instancing at scale, and common geometry utilities. Use it to build custom shapes, optimize draw calls, and manage vertex-level data efficiently.

How this skill works

It exposes examples and code patterns for constructing geometries either via JSX-built-in geometry components or by creating THREE.BufferGeometry and BufferAttribute instances directly. The skill demonstrates setting positions, normals, uvs, and indices, updating attributes at runtime, computing normals and bounds, and using InstancedMesh with per-instance matrices, colors, and custom instanced attributes fed into shaders. It also shows utilities for centering, merging, and disposing geometry.

When to use it

  • When you need custom vertex data (positions, normals, uvs, colors) not provided by built-in primitives.
  • When rendering hundreds or thousands of identical objects—use instancing to reduce draw calls.
  • When sharing vertices between faces to save memory—use indexed geometry.
  • When animating vertex positions on the CPU and pushing updates to the GPU each frame.
  • When preparing static geometry for performance: merge, center, compute bounds and normals.

Best practices

  • Prefer InstancedMesh for 100+ identical objects to drastically reduce draw calls.
  • Use typed arrays (Float32Array/Uint16Array) for BufferAttributes and set needsUpdate after changes.
  • Call computeVertexNormals(), computeBoundingBox(), and computeBoundingSphere() where needed.
  • Dispose geometries and materials when no longer used to free GPU memory.
  • Merge static meshes and reduce segment counts for non-hero geometry to improve frame rate.

Example use cases

  • Create a custom triangle, quad, or procedural terrain by building BufferGeometry and BufferAttributes.
  • Animate a waving plane by mutating position attribute values in useFrame and recomputing normals.
  • Render a particle field or foliage using InstancedMesh with per-instance transforms and colors.
  • Pass custom per-instance data (speeds, phases) via InstancedBufferAttribute into shader materials.
  • Merge a group of static meshes into one BufferGeometry for a single draw call in a static scene.

FAQ

How do I update vertex positions every frame?

Mutate the position attribute values, set attribute.needsUpdate = true, and call geometry.computeVertexNormals() if lighting requires updated normals.

When should I use indexed geometry?

Use indexing when vertices are shared across triangles to reduce memory and prevent duplicated vertex data; supply an index buffer (Uint16Array/Uint32Array) and call setIndex.