r3f-geometry
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.
下記のコマンドをコピーしてターミナル(Mac/Linux)または PowerShell(Windows)に貼り付けてください。 ダウンロード → 解凍 → 配置まで全自動。
mkdir -p ~/.claude/skills && cd ~/.claude/skills && curl -L -o r3f-geometry.zip https://jpskill.com/download/23510.zip && unzip -o r3f-geometry.zip && rm r3f-geometry.zip
$d = "$env:USERPROFILE\.claude\skills"; ni -Force -ItemType Directory $d | Out-Null; iwr https://jpskill.com/download/23510.zip -OutFile "$d\r3f-geometry.zip"; Expand-Archive "$d\r3f-geometry.zip" -DestinationPath $d -Force; ri "$d\r3f-geometry.zip"
完了後、Claude Code を再起動 → 普通に「動画プロンプト作って」のように話しかけるだけで自動発動します。
💾 手動でダウンロードしたい(コマンドが難しい人向け)
- 1. 下の青いボタンを押して
r3f-geometry.zipをダウンロード - 2. ZIPファイルをダブルクリックで解凍 →
r3f-geometryフォルダができる - 3. そのフォルダを
C:\Users\あなたの名前\.claude\skills\(Win)または~/.claude/skills/(Mac)へ移動 - 4. Claude Code を再起動
⚠️ ダウンロード・利用は自己責任でお願いします。当サイトは内容・動作・安全性について責任を負いません。
🎯 このSkillでできること
下記の説明文を読むと、このSkillがあなたに何をしてくれるかが分かります。Claudeにこの分野の依頼をすると、自動で発動します。
📦 インストール方法 (3ステップ)
- 1. 上の「ダウンロード」ボタンを押して .skill ファイルを取得
- 2. ファイル名の拡張子を .skill から .zip に変えて展開(macは自動展開可)
- 3. 展開してできたフォルダを、ホームフォルダの
.claude/skills/に置く- · macOS / Linux:
~/.claude/skills/ - · Windows:
%USERPROFILE%\.claude\skills\
- · macOS / Linux:
Claude Code を再起動すれば完了。「このSkillを使って…」と話しかけなくても、関連する依頼で自動的に呼び出されます。
詳しい使い方ガイドを見る →- 最終更新
- 2026-05-18
- 取得日時
- 2026-05-18
- 同梱ファイル
- 2
📖 Claude が読む原文 SKILL.md(中身を展開)
この本文は AI(Claude)が読むための原文(英語または中国語)です。日本語訳は順次追加中。
R3F Geometry
Geometry defines the shape of 3D objects via vertices, faces, normals, and UVs stored in buffer attributes.
Quick Start
// 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:
// 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
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
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:
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
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:
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
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)
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
const geometry = useMemo(() => {
const geo = new THREE.BufferGeometry();
// ... set positions
geo.computeVertexNormals(); // Auto-calculate smooth normals
return geo;
}, []);
Compute Bounding Box/Sphere
useEffect(() => {
geometry.computeBoundingBox();
geometry.computeBoundingSphere();
console.log(geometry.boundingBox); // THREE.Box3
console.log(geometry.boundingSphere); // THREE.Sphere
}, [geometry]);
Center Geometry
const geometry = useMemo(() => {
const geo = new THREE.BoxGeometry(2, 3, 1);
geo.center(); // Move to origin
return geo;
}, []);
Merge Geometries
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
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 usagereferences/instancing-patterns.md— Advanced instancing techniquesreferences/procedural-shapes.md— Generating geometry algorithmically
同梱ファイル
※ ZIPに含まれるファイル一覧。`SKILL.md` 本体に加え、参考資料・サンプル・スクリプトが入っている場合があります。
- 📄 SKILL.md (11,497 bytes)
- 📎 references/instancing-patterns.md (7,798 bytes)