acestep
AI music generation with ACE-Step 1.5 — background music, vocal tracks, covers, stem extraction for video production. Use when…
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.
Claude Code
$ npx -y skills add openmontageinc/openmontage --skill threejs-geometry --agent claude-code
Codex
$ npx skills add openmontageinc/openmontage --skill threejs-geometry -a codex -y
Cursor
$ npx skills add openmontageinc/openmontage --skill threejs-geometry -a cursor -y
Gemini CLI
$ npx skills add openmontageinc/openmontage --skill threejs-geometry -a gemini-cli -y
GitHub Copilot
$ npx skills add openmontageinc/openmontage --skill threejs-geometry -a github-copilot -y
OpenCode
$ npx skills add openmontageinc/openmontage --skill threejs-geometry -a opencode -y
Windsurf
$ npx skills add openmontageinc/openmontage --skill threejs-geometry -a windsurf -y
name: threejs-geometry 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.
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);// 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);
// 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);
// 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);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);
});The base class for all geometries. Stores data as typed arrays for GPU efficiency.
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// 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
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