Skip to main content

threejs-geometries

three.js geometry authoring: BufferGeometry, typed BufferAttribute and interleaved layouts, InstancedBufferGeometry, primitive Geometries (box/sphere/torus/etc.), ExtrudeGeometry and Shape/Path/Curve from Extras, WireframeGeometry, and addon geometries such as TextGeometry, DecalGeometry, RoundedBoxGeometry. Covers merged scope of procedural curves and extrusion formerly split as extras-curves; for animation morph targets see threejs-animation; for merging buffers utilities see official BufferGeometryUtils module in docs Utils addons.

الانتقال إلى التثبيت

معلومات المصدر

المستودع
full-stack-skills/threejs-skills
آخر نشاط في المصدر
١٥ سبتمبر ٢٠٢٦ في ١٠:٢٤
لغة SKILL.md المكتشفة
الإنجليزية
النجوم
٥
التفرعات
٢

خيارات التثبيت

يُحدَّد Prompt الذي يراجع المصدر أولًا بشكل افتراضي. يمكنك التبديل إلى أمر مباشر أو تنزيل نسخة محلية.

مراجعة ملفات المصدر

اقرأ SKILL.md وأي ملفات مرافقة يعرضها SkillsMP قبل أن تقرر التثبيت.

مستكشف الملفات
2 ملفات

عرض SKILL.md

SKILL.md
تعليمات المصدر · معاينة للقراءة فقط
name
threejs-geometries
license
Apache-2.0
description
three.js geometry authoring: BufferGeometry, typed BufferAttribute and interleaved layouts, InstancedBufferGeometry, primitive Geometries (box/sphere/torus/etc.), ExtrudeGeometry and Shape/Path/Curve from Extras, WireframeGeometry, and addon geometries such as TextGeometry, DecalGeometry, RoundedBoxGeometry. Covers merged scope of procedural curves and extrusion formerly split as extras-curves; for animation morph targets see threejs-animation; for merging buffers utilities see official BufferGeometryUtils module in docs Utils addons.
## When to use this skill **ALWAYS use this skill when the user mentions:** - Building or modifying `BufferGeometry`, attributes, index buffers, draw ranges - Instancing via `InstancedBufferAttribute` / `InstancedMesh` geometry side (**threejs-objects** for mesh wrapper) - Extruding `Shape` along paths, `TubeGeometry`, `LatheGeometry`, `ExtrudeGeometry` - Text or decal addon geometries **IMPORTANT: geometries vs math** - **threejs-geometries** = GPU-ready triangle data. - **threejs-math** = `Box3`, `Sphere`, `Ray` tests without mesh topology. **Trigger phrases include:** - "BufferGeometry", "BufferAttribute", "ExtrudeGeometry", "Shape", "Curve" - "几何体", "缓冲几何", "挤出", "文字几何" ## How to use this skill 1. Prefer built-in primitives when they fit before custom buffers. 2. For custom meshes: create `BufferGeometry`, set `position`, `normal`, `uv`, optional `index`; compute bounding volumes for culling. 3. For instancing attributes, align divisor/count with `InstancedMesh` patterns in **threejs-objects**. 4. For 2D profiles: build `Shape`/`Path`, extrude or lathe per docs; consult Extras **Curve** family for path sampling. 5. For addon NURBS knots, follow Addons **Curves** pages sparingly—cite docs instead of copying full APIs. 6. Dispose geometries when replacing meshes to avoid leaks. See [examples/workflow-extrude-shape.md](examples/workflow-extrude-shape.md). ## Doc map (official) | Docs section | Representative links | |--------------|----------------------| | Core | https://threejs.org/docs/BufferGeometry.html | | Geometries | https://threejs.org/docs/BoxGeometry.html | | Extrude | https://threejs.org/docs/ExtrudeGeometry.html | | Shape | https://threejs.org/docs/Shape.html | ## Scope - **In scope:** Core geometries, buffer core, curve/shape/extrusion workflows, selected addon geometries. - **Out of scope:** Physics collision mesh baking; full CAD import pipelines. ## Common pitfalls and best practices - Missing normals break lighting; compute or import consistently. - Wrong winding order flips faces—check side/culling. - Huge attribute counts need LOD or simplification (modifiers in addons—mention only if user asks). ## Documentation and version Primitives and `BufferGeometry` live under [Geometries](https://threejs.org/docs/#Geometries) and [BufferGeometry](https://threejs.org/docs/BufferGeometry.html) in [three.js docs](https://threejs.org/docs/). Curve, `Shape`, and extrusion APIs appear under **Extras** and **Geometries**—Addons **Curves** / **Geometries** document NURBS and text meshes; link those instead of copying long signatures. ## Agent response checklist When answering under this skill, prefer responses that: 1. Link `BufferGeometry`, a primitive, or `ExtrudeGeometry` / `Shape` as appropriate. 2. Point **instancing** usage to **threejs-objects** for `InstancedMesh` patterns. 3. Point morph targets and tracks to **threejs-animation** when deformation is time-driven. 4. Reference `BufferGeometryUtils` (Addons **Utils**) only by name + docs link when merging/splitting. 5. Emphasize `dispose()` when replacing large custom buffers. ## References - https://threejs.org/docs/#Geometries - https://threejs.org/docs/BufferGeometry.html - https://threejs.org/docs/ExtrudeGeometry.html ## Keywords **English:** buffergeometry, extrude, shape, path, curve, primitives, instancing, three.js **中文:** 几何体、BufferGeometry、挤出、Shape、曲线、实例化、three.js
عرض على GitHub