AgentSkillsCN

r3f-geometry

BufferGeometry 创建、内置几何体、带有缓冲区属性的自定义几何体、用于渲染数千个对象的实例化网格,以及几何体操作。适用于创建自定义形状、通过实例化优化性能,或直接操作顶点数据时使用。

SKILL.md
--- frontmatter
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:

AttributeItemSizePurpose
position3Vertex positions (x, y, z)
normal3Surface normals for lighting
uv2Texture coordinates (u, v)
color3Per-vertex colors (r, g, b)
index1Triangle 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

TechniqueWhen to UseImpact
Instancing100+ identical meshesMassive
Indexed geometryShared verticesModerate
Lower segmentsNon-hero geometryModerate
Merge geometriesStatic sceneModerate
Dispose unusedDynamic loadingMemory

Disposal

tsx
useEffect(() => {
  return () => {
    geometry.dispose();  // Clean up GPU memory
  };
}, [geometry]);

File Structure

code
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