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threejs-geometry

threejs-geometry

github.com/midudev创意与媒体7.0k59 次安装1 周前更新
代码仓库

关于 threejs-geometry

threejs-geometry 是使用 Three.js 创建和处理几何体的参考技能,面向 3D 开发者,涵盖内置形状、自定义 BufferGeometry、实例化、工具操作与性能实践。

主要功能

  1. 01内置形状与路径几何体
  2. 02自定义 BufferGeometry 属性
  3. 03边线、线框、点与线
  4. 04实例化几何体与网格
  5. 05几何体工具及优化建议

适用场景

  1. 01用标准形状构建网格
  2. 02为网格创建自定义顶点数据
  3. 03渲染同一对象的多个副本
  4. 04合并、变换或优化几何体

安装

复制下面的命令,在终端中运行。

$npx skills add https://github.com/midudev/autoskills --skill threejs-geometry

安装后在 Claude Code 中输入/threejs-geometry确认已加载。

详细介绍

Three.js 几何体

快速入门

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);

内置几何体

基本形状
// 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);
高级形状
// 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);
基于路径的形状
// 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);
文本几何体
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);
});

BufferGeometry

所有几何体的基类。以类型化数组存储数据,以提高 GPU 效率。

自定义 BufferGeometry
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
BufferAttribute 类型
// 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 4 (r, g, b, a)
// Index: 1
修改 BufferGeometry
const positions = geometry.attributes.position;

// Modify vertex
positions.setXYZ(index, x, y, z);

// Access vertex
const x = positions.getX(index);
const y = positions.getY(index);
const z = positions.getZ(index);

// Flag for GPU update
positions.needsUpdate = true;

// Recompute normals after position changes
geometry.computeVertexNormals();

// Recompute bounding box/sphere after changes
geometry.computeBoundingBox();
geometry.computeBoundingSphere();
交错缓冲区(高级)
// More efficient memory layout for large meshes
const interleavedBuffer = new THREE.InterleavedBuffer(
  new Float32Array([
    // pos.x, pos.y, pos.z, uv.u, uv.v (repeated per vertex)
    -1, -1, 0, 0, 0, 1, -1, 0, 1, 0, 1, 1, 0, 1, 1, -1, 1, 0, 0, 1,
  ]),
  5, // stride (floats per vertex)
);

geometry.setAttribute(
  "position",
  new THREE.InterleavedBufferAttribute(interleavedBuffer, 3, 0),
); // size 3, offset 0
geometry.setAttribute(
  "uv",
  new THREE.InterleavedBufferAttribute(interleavedBuffer, 2, 3),
); // size 2, offset 3

EdgesGeometry 和 WireframeGeometry

// Edge lines (only hard edges)
const edges = new THREE.EdgesGeometry(boxGeometry, 15); // 15 = threshold angle
const edgeMesh = new THREE.LineSegments(
  edges,
  new THREE.LineBasicMaterial({ color: 0xffffff }),
);

// Wireframe (all triangles)
const wireframe = new THREE.WireframeGeometry(boxGeometry);
const wireMesh = new THREE.LineSegments(
  wireframe,
  new THREE.LineBasicMaterial({ color: 0xffffff }),
);

点

// Create point cloud
const geometry = new THREE.BufferGeometry();
const positions = new Float32Array(1000 * 3);

for (let i = 0; i < 1000; i++) {
  positions[i * 3] = (Math.random() - 0.5) * 10;
  positions[i * 3 + 1] = (Math.random() - 0.5) * 10;
  positions[i * 3 + 2] = (Math.random() - 0.5) * 10;
}

geometry.setAttribute("position", new THREE.BufferAttribute(positions, 3));

const material = new THREE.PointsMaterial({
  size: 0.1,
  sizeAttenuation: true, // Size decreases with distance
  color: 0xffffff,
});

const points = new THREE.Points(geometry, material);
scene.add(points);

线条

// Line (connected points)
const points = [
  new THREE.Vector3(-1, 0, 0),
  new THREE.Vector3(0, 1, 0),
  new THREE.Vector3(1, 0, 0),
];
const geometry = new THREE.BufferGeometry().setFromPoints(points);
const line = new THREE.Line(
  geometry,
  new THREE.LineBasicMaterial({ color: 0xff0000 }),
);

// LineLoop (closed loop)
const loop = new THREE.LineLoop(geometry, material);

// LineSegments (pairs of points)
const segmentsGeometry = new THREE.BufferGeometry();
segmentsGeometry.setAttribute(
  "position",
  new THREE.BufferAttribute(
    new Float32Array([
      -1,
      0,
      0,
      0,
      1,
      0, // segment 1
      0,
      1,
      0,
      1,
      0,
      0, // segment 2
    ]),
    3,
  ),
);
const segments = new THREE.LineSegments(segmentsGeometry, material);

InstancedMesh

高效渲染同一几何体的多个副本。

const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshStandardMaterial({ color: 0x00ff00 });
const count = 1000;

const instancedMesh = new THREE.InstancedMesh(geometry, material, count);

// Set transforms for each instance
const dummy = new THREE.Object3D();
const matrix = new THREE.Matrix4();

for (let i = 0; i < count; i++) {
  dummy.position.set(
    (Math.random() - 0.5) * 20,
    (Math.random() - 0.5) * 20,
    (Math.random() - 0.5) * 20,
  );
  dummy.rotation.set(Math.random() * Math.PI, Math.random() * Math.PI, 0);
  dummy.scale.setScalar(0.5 + Math.random());
  dummy.updateMatrix();

  instancedMesh.setMatrixAt(i, dummy.matrix);
}

// Flag for GPU update
instancedMesh.instanceMatrix.needsUpdate = true;

// Optional: per-instance colors
instancedMesh.instanceColor = new THREE.InstancedBufferAttribute(
  new Float32Array(count * 3),
  3,
);
for (let i = 0; i < count; i++) {
  instancedMesh.setColorAt(
    i,
    new THREE.Color(Math.random(), Math.random(), Math.random()),
  );
}
instancedMesh.instanceColor.needsUpdate = true;

scene.add(instancedMesh);
在运行时更新实例
// Update single instance
const matrix = new THREE.Matrix4();
instancedMesh.getMatrixAt(index, matrix);
// Modify matrix...
instancedMesh.setMatrixAt(index, matrix);
instancedMesh.instanceMatrix.needsUpdate = true;

// Raycasting with instanced mesh
const intersects = raycaster.intersectObject(instancedMesh);
if (intersects.length > 0) {
  const instanceId = intersects[0].instanceId;
}

InstancedBufferGeometry(高级)

用于设置变换和颜色之外的自定义实例属性。

const geometry = new THREE.InstancedBufferGeometry();
geometry.copy(new THREE.BoxGeometry(1, 1, 1));

// Add per-instance attribute
const offsets = new Float32Array(count * 3);
for (let i = 0; i < count; i++) {
  offsets[i * 3] = Math.random() * 10;
  offsets[i * 3 + 1] = Math.random() * 10;
  offsets[i * 3 + 2] = Math.random() * 10;
}
geometry.setAttribute("offset", new THREE.InstancedBufferAttribute(offsets, 3));

// Use in shader
// attribute vec3 offset;
// vec3 transformed = position + offset;

几何体工具

import * as BufferGeometryUtils from "three/examples/jsm/utils/BufferGeometryUtils.js";

// Merge geometries (must have same attributes)
const merged = BufferGeometryUtils.mergeGeometries([geo1, geo2, geo3]);

// Merge with groups (for multi-material)
const merged = BufferGeometryUtils.mergeGeometries([geo1, geo2], true);

// Compute tangents (required for normal maps)
BufferGeometryUtils.computeTangents(geometry);

// Interleave attributes for better performance
const interleaved = BufferGeometryUtils.interleaveAttributes([
  geometry.attributes.position,
  geometry.attributes.normal,
  geometry.attributes.uv,
]);

常见模式

居中几何体
geometry.computeBoundingBox();
geometry.center(); // Move vertices so center is at origin
缩放以适应
geometry.computeBoundingBox();
const size = new THREE.Vector3();
geometry.boundingBox.getSize(size);
const maxDim = Math.max(size.x, size.y, size.z);
geometry.scale(1 / maxDim, 1 / maxDim, 1 / maxDim);
克隆并变换
const clone = geometry.clone();
clone.rotateX(Math.PI / 2);
clone.translate(0, 1, 0);
clone.scale(2, 2, 2);
变形目标
// Base geometry
const geometry = new THREE.BoxGeometry(1, 1, 1, 4, 4, 4);

// Create morph target
const morphPositions = geometry.attributes.position.array.slice();
for (let i = 0; i < morphPositions.length; i += 3) {
  morphPositions[i] *= 2; // Scale X
  morphPositions[i + 1] *= 0.5; // Squash Y
}

geometry.morphAttributes.position = [
  new THREE.BufferAttribute(new Float32Array(morphPositions), 3),
];

const mesh = new THREE.Mesh(geometry, material);
mesh.morphTargetInfluences[0] = 0.5; // 50% blend

性能提示

  1. 使用索引几何体:通过索引复用顶点
  2. 合并静态网格:使用 mergeGeometries 减少绘制调用
  3. 使用 InstancedMesh:适用于大量相同对象
  4. 选择合适的分段数:分段越多,效果越平滑,但速度越慢
  5. 释放未使用的几何体:geometry.dispose()
// Good segment counts for common uses
new THREE.SphereGeometry(1, 32, 32); // Good quality
new THREE.SphereGeometry(1, 64, 64); // High quality
new THREE.SphereGeometry(1, 16, 16); // Performance mode

// Dispose when done
geometry.dispose();

另请参阅

  • threejs-fundamentals - 场景设置和 Object3D
  • threejs-materials - 网格的材质类型
  • threejs-shaders - 自定义顶点操作

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