# geometry

Note:This documentation is for the old 0.2.0 version of A-Frame. Check out the documentation for the current 1.4.0 version

The geometry component provides a basic shape for an entity. The general geometry is defined by the `primitive`

property. Geometric primitives, in computer graphics, means an extremely basic shape. With the primitive defined, additional properties are used to further define the geometry. A material component is usually defined alongside to provide a appearance alongside the shape to create a complete mesh.

## Properties

We will go through the basic primitives and their respective properties one by one.

Property | Description | Default Value |
---|---|---|

primitive | One of `box` , `circle` , `cone` , `cylinder` , `plane` , `ring` , `sphere` , `torus` , `torusKnot` . |
None |

translate | Translates the geometry relative to its pivot point. | 0 0 0 |

### Box

The box primitive defines boxes (i.e., any quadilateral, not just cubes).

<a-entity geometry="primitive: box; width: 1; height: 1; depth: 1"></a-entity> |

Property | Description | Default Value |
---|---|---|

width | Width (in meters) of the sides on the X axis. | 1 |

height | Height (in meters) of the sides on the Y axis. | 1 |

depth | Depth (in meters) of the sides on the Z axis. | 1 |

### Circle

The circle primitive defines two-dimensional circles, which can be complete circles or partial circles (like Pac-Man). Note that because it is flat, only a single side of the circle will be rendered if “side: double” is not specified on the `material`

component.

<a-entity geometry="primitive: circle; radius: 1" material="side: double"></a-entity> |

Property | Description | Default Value |
---|---|---|

radius | Radius (in meters) of the circle. | 1 |

segments | Number of triangles to construct the circle, like pizza slices. A higher number of segments means the circle will be more round. | 32 |

thetaStart | Start angle for first segment. Can be used to define a partial circle. | 0 |

thetaLength | The central angle (in degrees). Defaults to `360` , which makes for a complete circle. |
360 |

### Cone

The cone primitive under the hood is a cylinder primitive with varying top and bottom radiuses.

<a-entity geometry="primitive: cone; radiusBottom: 1; radiusTop: 0.1"></a-entity> |

Property | Description | Default Value |
---|---|---|

height | Height of the cone. | 2 |

openEnded | Whether the ends of the cone are open (true) or capped (false). | false |

radiusBottom | Radius of the bottom end of the cone. | 1 |

radiusTop | Radius of the top end of the cone. | 1 |

segmentsRadial | Number of segmented faces around the circumference of the cone. | 36 |

segmentsHeight | Number of rows of faces along the height of the cone. | 18 |

thetaStart | Starting angle in degrees. | 0 |

thetaLength | Central angle in degrees. | 360 |

### Cylinder Primitive

The cylinder primitive can define cylinders in the traditional sense like a Coca-Cola™ can, but it can also define shapes such as tubes and curved surfaces. We’ll go over some of these cylinder recipes below.

#### Basic Cylinder

Traditional cylinders can be defined by using only a height and a radius:

<a-entity geometry="primitive: cylinder; height: 3; radius: 2"></a-entity> |

#### Tube

Tubes can be defined by making the cylinder open-ended, which removes the top and bottom surfaces of the cylinder such that the inside is visible. A double-sided material will be needed to render properly:

<!-- Tube --> |

#### Curved Surface

Curved surfaces can be defined by specifying the angle via `thetaLength`

such that the cylinder doesn’t curve all the way around, making the cylinder open-ended, and then making the material double-sided.

<!-- Curved surface --> |

Property | Description | Default Value |
---|---|---|

radius | Radius of the cylinder. | 1 |

height | Height of the cylinder. | 2 |

segmentsRadial | Number of segmented faces around the circumference of the cylinder. | 36 |

segmentsHeight | Number of rows of faces along the height of the cylinder. | 18 |

openEnded | Whether the ends of the cylinder are open (true) or capped (false). | false |

thetaStart | Starting angle in degrees. | 0 |

thetaLength | Central angle in degrees. | 360 |

#### Prisms

Other types of prisms can be defined by varying the number of radial segments (i.e., sides). For example, to make a hexagonal prism:

<!-- Hexagonal prism --> |

To play with an example of prism geometry, check out the Hexagon example on Codepen.

### Plane

The plane primitive defines a flat surface. Note that because it is flat, only a single side of the plane will be rendered if `side: double`

is not specified on the `material`

component.

<a-entity geometry="primitive: plane; height: 10; width: 10" |

Property | Description | Default Value |
---|---|---|

width | Width along the X axis. | 1 |

height | Height along the Y axis. | 1 |

### Ring

The ring geometry defines a flat ring, like a CD. Note that because it is flat, only a single side of the ring will be rendered if `side: double`

is not specified on the `material`

component.

<a-entity geometry="primitive: ring; radiusInner: 0.5; radiusOuter: 1" |

Property | Description | Default Value |
---|---|---|

radiusInner | Radius of the inner hole of the ring. | 1 |

radiusOuter | Radius of the outer edge of the ring. | 1 |

segmentsTheta | Number of segments. A higher number means the ring will be more round. | 32 |

segmentsPhi | Number of triangles within each face defined by segmentsTheta. | 8 |

thetaStart | Starting angle in degrees. | 0 |

thetaLength | Central angle in degrees. | 360 |

### Sphere

The sphere primitive can define spheres in the traditional sense like a basketball. But it can also define various polyhedrons and abstract shapes given that it can specify the number of horizontal and vertical angles and faces.

Sticking with a basic sphere, the default number of segments is high enough to make the sphere appear round.

<a-entity geometry="primitive: sphere; radius: 2"></a-entity> |

Property | Description | Default Value |
---|---|---|

radius | Radius of the sphere. | 1 |

segmentsWidth | Number of horizontal segments. | 18 |

segmentsHeight | Number of vertical segments. | 36 |

phiStart | Horizontal starting angle. | 0 |

phiLength | Horizontal sweep angle size. | 360 |

thetaStart | Vertical starting angle. | 0 |

thetaLength | Vertical sweep angle size. | 360 |

### Torus

The torus primitive defines a donut shape.

<!-- Half donut --> |

Property | Description | Default Value |
---|---|---|

radius | Radius of the outer edge of the torus. | 1 |

radiusTubular | Radius of the tube. | 0.2 |

segmentsRadial | Number of segments along the circumference of the tube ends. A higher number means the tube will be more round. | 36 |

segmentsTubular | Number of segments along the circumference of the tube face. A higher number means the tube will be more round. | 32 |

arc | Central angle. | 360 |

### Torus Knot

The torus knot primitive defines a pretzel shape, the particular shape of which is defined by a pair of coprime integers, `p`

and `q`

. If `p`

and `q`

are not coprime the result will be a torus link.

<a-entity geometry="primitive: torusKnot; p: 3; q:7"></a-entity> |

Property | Description | Default Value |
---|---|---|

radius | Radius that contains the torus knot. | 1 |

radiusTubular | Radius of the tubes of the torus knot. | 0.2 |

segmentsRadial | Number of segments along the circumference of the tube ends. A higher number means the tube will be more round. | 36 |

segmentsTubular | Number of segments along the circumference of the tube face. A higher number means the tube will be more round. | 32 |

p | Number that helps define the pretzel shape. | 2 |

q | Number that helps define the pretzel shape. | 3 |

## thetaLength and thetaStart

In degrees, `thetaStart`

defines where to start a circle and `thetaLength`

defines where a circle ends. If we wanted to make a `(`

shape, we would start the circle halfway through and define the length as half of a circle. We can do this with `thetaStart: 180; thetaLength: 180`

. Or if we wanted to make a `)`

shape. We can do do `thetaStart: 0; thetaLength: 180`

.

Useful cases might be to animating `thetaStart`

to create a spinner effect or animating `thetaLength`

on a fuse-based cursor for visual feedback.

## translate

The `translate`

property translates the geometry. It is provided as a vec3. This is a useful short-hand for translating the geometry to effectively move its pivot point when running animations.

<!-- Translates the sphere such that its effective pivot point is at its bottom --> |

## Defining Your Own Geometry

If there is a geometry that you need that is not provided by the standard geometry component, you can register your own geometry component. Later, we may introduce an API to register geometries:

```

js
AFRAME.registerComponent(‘my-geometry’, {
/* Called on component attach and data update. */
update: function () {
// Grab the mesh.
var mesh = this.el.getOrCreateObject3D(‘mesh’, THREE.Mesh);

```
// Provide your own geometry.
var geometry = mesh.geometry = new THREE.Geometry();
geometry.vertices.push(
new THREE.Vector3(-10, 10, 0),
new THREE.Vector3(-10, -10, 0),
new THREE.Vector3( 10, -10, 0)
);
geometry.faces.push(new THREE.Face3(0, 1, 2));
geometry.computeBoundingSphere();
```

},

/* Called on component detach. */
remove: function () {
this.el.getObject3D(‘mesh’).geometry = new THREE.Geometry();
}
});